diff --git a/.gitignore b/.gitignore index 9b2ad7efd..a9e318f37 100644 --- a/.gitignore +++ b/.gitignore @@ -301,4 +301,6 @@ Temp/ *.csproj *.sln -!/LearningOpenGL/*/*.sln \ No newline at end of file +!/LearningOpenGL/*/*.sln +!/XlsxTools/*/*.sln +!/XlsxTools/*/*.csproj \ No newline at end of file diff --git a/3rdPlugins/QRCode.md b/3rdPlugins/QRCode.md new file mode 100644 index 000000000..ca866f4ae --- /dev/null +++ b/3rdPlugins/QRCode.md @@ -0,0 +1,4 @@ +## 二维码&条码相关库 +* [Unity Barcode Scanner](https://github.com/kefniark/UnityBarcodeScanner) +* [ZXing.Net](https://github.com/micjahn/ZXing.Net) +* [Unity 使用基于zxing创建二维码,以及支持草料,qrserver, api接口创建](https://github.com/tdouguo/CreatQRTool) \ No newline at end of file diff --git a/3rdPlugins/README.md b/3rdPlugins/README.md index dd5068d62..4386eba4b 100644 --- a/3rdPlugins/README.md +++ b/3rdPlugins/README.md @@ -1,26 +1,15 @@ ## 收集整理一些第三方库和插件 -* [Game Framework 基于 Unity 引擎的游戏框架](http://gameframework.cn/) * [UWA开源库合集](https://lab.uwa4d.com/folder/single/5c0771b72977e84b406fb3fb) * [腾讯开源库](https://opensource.tencent.com/projects) * [显示.net代码(比如c#)的编译中间过程和结果的网站](https://sharplab.io/) * [显示.net代码(比如c#)的编译中间过程和结果的网站(源码托管地址)](https://github.com/ashmind/SharpLab) -* [Unity超炫特效插件包(近百种特效)](https://pan.baidu.com/s/1Di45dh46LrD1BAhZPbCVrA) 提取码:23x9 -* [DOTween Pro好用的动画插值插件](https://pan.baidu.com/s/1k5GyBNqX3FtQ9_vtem4yjQ) 提取码:lgnl -* [Beat Detection音频插件(可以用来制作八分音符酱类似的游戏)](https://pan.baidu.com/s/1G9Df1LQwksmz8irsJcyrsw) 提取码:gm0b -* [Behavior Designer 1.5.11 行为树插件](https://pan.baidu.com/s/1txE-l7APgWfYGiPzRmEbgg) 提取码:1920 * [Procedural开源库合辑](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668912611&idx=1&sn=bd9263d19ab7296054a110409555a54f&chksm=f1c9f391c6be7a87c286095782a266536798cab375dc1f646decfb70edc5364c29b1017684b4&mpshare=1&scene=23&srcid=12152Je4rJW2qBQchC36pOeJ#rd) -* [Mobile Movie Texture v2.1.2](https://pan.baidu.com/s/1NGgoKP2QLzvOb9Si3od2HQ) 提取码:7rfh -* [【博物纳新】战争迷雾开源库测评](https://mp.weixin.qq.com/s/riKooDt7PyzTpJAxOqoVwg) * [Unity推出免费全新标准材质库](https://mp.weixin.qq.com/s/EKnuKhQQLFeX3jG9dBPzEg) -* [【博物纳新】Impostor Baker开源库测评](https://mp.weixin.qq.com/s/fkVLHjTFzlVtt12VMJqkGA) -* [【博物纳新】AI for Animation开源库介绍](https://mp.weixin.qq.com/s/HtkW484f8RvFEqKOi_FEtQ) * [unity引用查找插件-ReferenceFinder](https://www.cnblogs.com/blueberryzzz/p/10674581.html) * [Unity资源引用查找工具-OrganizeResources](https://github.com/coding2233/OrganizeResources) * [QNET,一款给力的APP弱网络测试工具](https://www.cnblogs.com/quark/p/10734587.html) -* [【博物纳新】补间动画XTween开源库测评](https://mp.weixin.qq.com/s/ZSXLRU2E99l8ZkE98_R2gA) * [Unity3d之-使用BMFont制作美术字体](https://www.cnblogs.com/imteach/p/10743725.html) -* [【博物纳新】Procedural Landmass Generation开源库测评](https://mp.weixin.qq.com/s/mp4NTruAMe-FmvNPw8XBFQ) * [6个Unity 开源项目分享!](https://gameinstitute.qq.com/community/detail/120934) * [开源分享 Unity3d客户端与C#分布式服务端游戏框架](http://www.cnblogs.com/egametang/p/7486180.html) * [xlua-framework](https://github.com/smilehao/xlua-framework) @@ -36,7 +25,7 @@ * [王者荣耀定点数学与碰撞检测库](https://github.com/Prince-Ling/LogicPhysics) * [【博物纳新】Unity特效性能分析工具](https://mp.weixin.qq.com/s/bKUwKw6VeJzk8fqIyKYjVQ) * [支持不规则大小列表项的无限滚动列表](https://github.com/jinglikeblue/TurbochargedScrollList) -* [p4api.net](https://github.com/perforce/p4api.net) +* [p4api.net(推荐使用)](https://github.com/perforce/p4api.net) * [P4.net](https://github.com/milang/P4.net) * [Unity对象的所有组件深拷贝与粘贴小插件](./CopyAllComponents) * [excel导出为配置文件的工具](https://github.com/yanghuan/proton) @@ -49,8 +38,6 @@ * [LuaMemorySnapshotDump](https://github.com/yaukeywang/LuaMemorySnapshotDump) * [Unity博主营地|Unity常用插件汇总](https://mp.weixin.qq.com/s/OvBe1BFr9NtYFKcvDFPEww) * [“开箱即用”的Unity独立游戏开发工具 TinaX Framework](https://tinax.corala.space/#/) -* [以一抵十,年度精华教程大汇总](https://mp.weixin.qq.com/s/kIWzak2KiVr6-NltDwVRHA) -* [15个行业案例,帮你站上巨人的肩膀](https://mp.weixin.qq.com/s/AZsrDUFC-MOe1w2iBhvVuA) * [最「水」的资源插件汇总,强烈建议你收藏](https://mp.weixin.qq.com/s/dWeC7pJf1237_qW0T6_Kew) * [工具使用:推荐一款发现优化场景无用组件的工具Maintainer](https://gameinstitute.qq.com/community/detail/107644#commit) * [Unity通用渲染管线Shader日志输出工具](https://mp.weixin.qq.com/s/tT7bF3__eueOWMyHIHAnAg) @@ -61,10 +48,705 @@ * [代码极简但功能相对完善的基于UGUI的摇杆(Joystick)组件](https://github.com/Bian-Sh/UniJoystick) * [A Diablo 2-style inventory system for Unity3D](https://github.com/FarrokhGames/Inventory) * [一种Shader变体收集和打包编译优化的思路](https://github.com/lujian101/ShaderVariantCollector) -* [如何实现一个强大的MMO技能系统!](https://mp.weixin.qq.com/s/2Tha5RWFKSw6-nLSUj1CGg) * [Unity Assets Bundle Extractor](https://github.com/DerPopo/UABE) -* [全新的技能系统](https://github.com/dreamanlan/CSharpGameFramework/blob/master/Doc/SkillDsl.txt) * [Fenix Server](https://github.com/sekkit/Fenix) * [HiSocket](https://github.com/hiramtan/HiSocket) * [Grid Flow Builder](https://docs.dungeonarchitect.com/unity/tutorials/builder_grid_flow.html) * [Magica Cloth 布料模拟使用心得,以及插件功能介绍](https://mp.weixin.qq.com/s/6ov4oQKXqoNHDUT4pdRJUw) +* [AI SDK平台](https://github.com/Tencent/GameAISDK) +* [UnityFBXExporter](https://github.com/KellanHiggins/UnityFBXExporter) +* [支持直接运行时加载ab的库](https://github.com/nesrak1/AssetsTools.NET) +* [MeshDebugger 网格优化工具](https://github.com/willnode/MeshDebugger/) +* [upr AssetChecker资源检查工具(资源、AssetBundle、代码)](https://upr.unity.com/instructions) +* [微软官方写的unity声音管理器,包含运行时和强大的编辑器](https://github.com/microsoft/Audio-Manager-for-Unity) +* [开源!一款功能强大的高性能二进制序列化器Bssom.Net](https://www.cnblogs.com/1996V/p/13884968.html) +* [TimingWheelc#版分层时间轮算法](https://github.com/linys2333/TimingWheel) +* [Unity3D | 插件资源分享](https://github.com/764424567/Unity-plugin) +* [UnityToolDist](https://github.com/lujian101/UnityToolDist) +* [AssetCheck资源检查修复工具](https://github.com/ZxIce/AssetCheck) +* [LuaBT-NodeCanvas行为树的Lua实现](https://github.com/monitor1394/LuaBT) +* [UnityAssetCleaner](https://github.com/tsubaki/UnityAssetCleaner) +* [best Unity3D open source search engine](https://unitylist.com/) +* [UnityHeapExplorer](https://github.com/pschraut/UnityHeapExplorer/tree/master) +* [Unity3D 实用技巧 - 分享实时飘动动画插件](https://mp.weixin.qq.com/s/cqS3XDSygWnYoV0n0jDyEw) +* [RichText高效、支持大规模头顶文字](https://github.com/506638093/RichText) +* [CascLib](https://github.com/ladislav-zezula/CascLib) +* [StormLib](https://github.com/ladislav-zezula/StormLib) +* [Unity-QuickSheet](https://github.com/kimsama/Unity-QuickSheet) +* [NKGMobaBasedOnET 基于ET框架致敬LOL的Moba游戏](https://gitee.com/NKG_admin/NKGMobaBasedOnET) +* [EasingCurvePresets 动画曲线库](https://github.com/aureliendrouet/EasingCurvePresets) +* [非常轻量级的ECS框架](https://github.com/robert-wallis/ECSLight) +* [SpriteAtlasBrowser](https://github.com/741645596/SpriteAtlasBrowser) +* [Unity 动画路径预览工具(博客)](https://blog.csdn.net/akof1314/article/details/52637145) +* [Unity 动画路径预览工具(代码)](https://github.com/akof1314/AnimationPath) +* [高性能二进制序列化库](https://github.com/xfrogcn/Xfrogcn.BinaryFormatter/blob/master/README.zh.md) +* [C# Expression Parser for Unity3D](https://github.com/deniszykov/csharp-eval-unity3d) +* [ExpressionParser](http://wiki.unity3d.com/index.php/ExpressionParser) +* [Network Benchmark .NET](https://github.com/JohannesDeml/NetworkBenchmarkDotNet) +* [Eval-Expression.NET](https://github.com/zzzprojects/Eval-Expression.NET) +* [C# expressions interpreter](https://github.com/dynamicexpresso/DynamicExpresso) +* [Zero Allocation StringBuilder for .NET Core and Unity](https://github.com/Cysharp/ZString) +* [强大的可视化编程插件 Flowcanvas + Nodecanvas 组合魔改版](https://note.youdao.com/ynoteshare1/index.html?id=6c6748dd043f124049a5b53ae281b950&type=note) +* [Unity_MapEditor_Terrain地图编辑器](https://github.com/Ogbest/Unity_MapEditor_Terrain) +* [记忆中的像素块褪色了吗?用开源的体素编辑器重新做个 3D 的吧!](https://www.cnblogs.com/xueweihan/p/14298163.html) +* [DocFxForUnity](https://github.com/NormandErwan/DocFxForUnity) +* [UnityCoverFlow——Unity3D UI CoverFlow and other Layout options](https://github.com/IainS1986/UnityCoverFlow) +* [docfx 做一个和微软一样的文档平台](https://blog.lindexi.com/post/docfx-做一个和微软一样的文档平台.html) +* [NavMeshPlus](https://github.com/h8man/NavMeshPlus) +* [Unity Git Hooks](https://github.com/doitian/unity-git-hooks) +* [UndoPro - command-based undo system integrated into Unity's default system](https://github.com/Seneral/UndoPro) +* [最后一战MOBA源码](https://github.com/jakeowner/lastbattle) +* [NaughtyAttributes is an extension for the Unity Inspector](https://github.com/dbrizov/NaughtyAttributes) +* [i18n.lua_- A very complete i18n lib for Lua](https://github.com/kikito/i18n.lua) +* [Smart Hierarchy](https://github.com/neon-age/Smart-Hierarchy) +* [FbxSharp Project : FBX SDK C# bindings](https://github.com/Unity-Technologies/com.autodesk.fbx) +* [高效率 QQ 机器人框架](https://github.com/mamoe/mirai) +* [Animation Compression Library](https://github.com/nfrechette/acl) +* [Animation Compression Library Unreal Engine 4 Plugin](https://github.com/nfrechette/acl-ue4-plugin) +* [Lua核心工具包](https://github.com/iwiniwin/LuaKit) +* [OneSignal-Unity-SDK](https://github.com/OneSignal/OneSignal-Unity-SDK) +* [realtime-CSG-for-unity](https://github.com/LogicalError/realtime-CSG-for-unity) +* [IllegalWordsDetection高效率的简单敏感词检测](https://github.com/NewbieGameCoder/IllegalWordsDetection) +* [UTween](https://github.com/ls9512/UTween) +* [搜代码费时又费力?这里有一个开源神器帮你快速搞定!](https://www.cnblogs.com/xueweihan/p/14545827.html) +* [Project Auditor](https://github.com/Unity-Technologies/ProjectAuditor) +* [用于在 Unity3D 中获取Android 和 iOS 平台上唯一机器码的插件](https://github.com/AlianBlank/BlankDeviceUniqueIdentifier) +* [Unity.IO.Compression](https://github.com/Hitcents/Unity.IO.Compression) +* [unity3d-rainbow-folders](https://github.com/PhannGor/unity3d-rainbow-folders) +* [SourceCounter代码行数统计工具](https://github.com/xiaohaijoe/SourceCounter) +* [lua-fsm](https://github.com/recih/lua-fsm) +* [NaughtyCharacter-Third Person Controller for Unity](https://github.com/dbrizov/NaughtyCharacter) +* [multi-platform bittorrent client](https://github.com/aliakseis/LIII) +* [基于unity3d重写的动作系统PosePlus,回合制策略游戏实现](https://github.com/yimengfan/PosePlus_TBS) +* [NaughtyBezierCurves](https://github.com/dbrizov/NaughtyBezierCurves) +* [Masuit.Tools包含一些常用的操作类,大都是静态类,加密解密,反射操作,动态编译等](https://github.com/ldqk/Masuit.Tools) +* [UnityRuntimeSpriteSheetsGenerator](https://github.com/DaVikingCode/UnityRuntimeSpriteSheetsGenerator) +* [SpriteDicing](https://github.com/Elringus/SpriteDicing) +* [一款提供各种主流技术方案的Unity手游框架。包含服务端、客户端等模块,采用C++、C#、Lua语言开发](https://github.com/monitor1394/XGame) +* [Hierarchy 2](https://github.com/truongnguyentungduy/hierarchy-2) +* [Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture) +* [UGUI Graphics Library for Unity. 一款 UGUI 图形库](https://github.com/monitor1394/XUGL) +* [build-your-own-x](https://github.com/danistefanovic/build-your-own-x) +* [Type References for Unity3D](https://github.com/SolidAlloy/ClassTypeReference-for-Unity) +* [Unity Simple File Browser](https://github.com/yasirkula/UnitySimpleFileBrowser) +* [MonoHook](https://github.com/Misaka-Mikoto-Tech/MonoHook) +* [战双引导](https://github.com/Kengxxiao/Punishing_GrayRaven_Tab/tree/master/lua/xguide) +* [Unity Lightmap Prefab Baker](https://github.com/nukadelic/Unity-Lightmap-Prefab-Baker) +* [SuperEditor 支持在Unity界面编辑CS脚本](https://github.com/UnitySuperEditor/SuperEditor) +* [FBX SDK C# bindings](https://github.com/Unity-Technologies/com.autodesk.fbx) +* [A bunch of code I like to have on hand while working in Unity](https://github.com/JimmyCushnie/JimmysUnityUtilities) +* [MessagePack-CSharp](https://github.com/neuecc/MessagePack-CSharp) +* [Tiny modular pieces utilizing the power of Scriptable Objects](https://github.com/unity-atoms/unity-atoms) +* [ipa-server](https://github.com/iineva/ipa-server/blob/main/README_zh.md) +* [An alternative animator for Unity tailored for traditional animation](https://github.com/aarthificial/reanimation) +* [Unity-mongo-csharp-driver-dlls](https://github.com/Julian23517/Unity-mongo-csharp-driver-dlls) +* [A library for patching, replacing and decorating .NET and Mono methods during runtime](https://github.com/pardeike/Harmony) +* [二维码&条码相关库](./QRCode.md) +* [Rule based SpriteAtlas Generator for Unity3D](https://github.com/UniGameTeam/UniGame.AtlasGenerator) +* [Newtonsoft.Json-for-Unity.Converters](https://github.com/jilleJr/Newtonsoft.Json-for-Unity.Converters) +* [unity-shell](https://github.com/marijnz/unity-shell) +* [UnityBitmapDrawing](https://github.com/ProtoTurtle/UnityBitmapDrawing) +* [DynamicMeshSplitting](https://github.com/LucasVanHooste/DynamicMeshSplitting) +* [High performance in-memory/distributed messaging pipeline for .NET and Unity](https://github.com/Cysharp/MessagePipe) +* [参数化图片处理工具EZTextureProcessor](https://github.com/EZhex1991/EZTextureProcessor) +* [Tool for conveniently and flexibly adding huge amounts of prefabs to your Unity scene](https://github.com/Roland09/PrefabPainter) +* [quick_psd2ugui](https://github.com/zs9024/quick_psd2ugui) +* [Catmull-Rom spline implementation in Unity](https://github.com/JPBotelho/Catmull-Rom-Splines) +* [Astar-for-Unity](https://github.com/sharpaccent/Astar-for-Unity) +* [unity-texture-packer](https://github.com/andydbc/unity-texture-packer) +* [分析Unity资源,如贴图、精灵图、旧版图集, 新版图集SpriteAtlas,支持AB包资源冗余](https://github.com/AMikeW/UnityResourceStaticAnalyzeTool) +* [Lightweight toolset for creating concurrent networking systems for multiplayer games](https://github.com/nxrighthere/NetStack) +* [Asset Usage Detector for Unity 3D](https://github.com/yasirkula/UnityAssetUsageDetector) +* [MyBox is a set of attributes, tools and extensions for Unity](https://github.com/Deadcows/MyBox) +* [FastGithub-github定制版的dns服务,解析访问github最快的ip](https://www.cnblogs.com/kewei/p/14888764.html) +* [LipSync for Unity3D 根据语音生成口型动画 支持fmod](https://github.com/huailiang/LipSync) +* [pkg-doctor包体医生](https://github.com/taptap/pkg-doctor) +* [unity-remote-file-explorer](https://github.com/iwiniwin/unity-remote-file-explorer) +* [docsify-A magical documentation site generator](https://docsify.js.org/#/?id=docsify) +* [美术资源自检规则工具 AssetChecker](https://github.com/Liangzg/AssetChecker) +* [Unity原生碰撞](https://unitylist.com/p/k1c/Unity-Native-Collision) +* [UnityNativeCollision](https://github.com/jeffvella/UnityNativeCollision) +* [Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples](https://github.com/luxkun/ReGoap) +* [CPU and memory profiling tools for Unity3D](https://github.com/larryhou/MemoryProfiler) +* [ILSpy](https://github.com/icsharpcode/ILSpy) +* [AvaloniaILSpy](https://github.com/icsharpcode/AvaloniaILSpy) +* [UnityBookPageCurl](https://github.com/Dandarawy/UnityBookPageCurl) +* [Unity3D-ConvexHull](https://github.com/hont127/Unity3D-ConvexHull) +* [Unity Skinned Mesh Renderer Decals](https://github.com/naelstrof/SkinnedMeshDecals) +* [Unity-Excpetion-Crash](https://github.com/sundxing/Unity-Excpetion-Crash) +* [Unity NavMesh 2D Pathfinding](https://github.com/h8man/NavMeshPlus) +* [Edit Xcode build settings from the command line](https://github.com/mulle-nat/mulle-xcode-settings) +* [NavMeshAvoidance](https://github.com/OlegDzhuraev/NavMeshAvoidance) +* [deep-speech-unity](https://github.com/Babilinski/deep-speech-unity) +* [Pooling Solution for C# and Unity3D](https://github.com/grygus/Unity-Cache-System) +* [Unity白嫖资源大合集!!!](https://www.233tw.com/unity/33772) +* [remotepvrtool](https://github.com/cloudwu/remotepvrtool) +* [Pure Lua timerwheel implementation](https://github.com/Tieske/timerwheel.lua) +* [LuaMemorySnapshotDump](https://github.com/yaukeywang/LuaMemorySnapshotDump) +* [基于ParadoxNotion Slate的帧同步技能编辑器](https://github.com/wqaetly/SkillEditorBasedOnSlate) +* [XUGL](https://github.com/monitor1394/XUGL) +* [HierarchyDecorator](https://github.com/WooshiiDev/HierarchyDecorator) +* [UnityAddressablesBuildLayoutExplorer](https://github.com/pschraut/UnityAddressablesBuildLayoutExplorer) +* [UnityFx.Async](https://github.com/Arvtesh/UnityFx.Async) +* [C-Sharp-Promise](https://github.com/Real-Serious-Games/C-Sharp-Promise) +* [EPPlus](https://github.com/JanKallman/EPPlus) +* [EPPlus 5-Excel spreadsheets for .NET](https://github.com/EPPlusSoftware/EPPlus) +* [A .NET library for distributed synchronization](https://github.com/madelson/DistributedLock) +* [SimpleFolderIcon](https://github.com/SeaeeesSan/SimpleFolderIcon) +* [FindReferencesInProject2](https://github.com/networm/FindReferencesInProject2) +* [Path-Creator](https://github.com/SebLague/Path-Creator) +* [Injects INotifyPropertyChanged code into properties at compile time](https://github.com/Fody/PropertyChanged) +* [Adobe XD to Akyui to Unity UI](https://github.com/kyubuns/AkyuiUnity) +* [C# / Unity Project to work on 3D realtime audio visualizers](https://github.com/jamesmoessis/audiovisuals) +* [Write scripts with the power of C# and .NET](https://github.com/mayuki/Chell) +* [四叉树/八叉树场景动态加载](https://github.com/AsehesL/SceneSeparateDemo) +* [A simple Unity library for cheating prevention](https://github.com/ookii-tsuki/SafeValues) +* [UnityShaderStripper](https://github.com/SixWays/UnityShaderStripper) +* [Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion) +* [C++ Profiler For Games](https://github.com/bombomby/optick) +* [prefab-painter](https://github.com/alexanderameye/prefab-painter) +* [CatAsset Unity AssetBundle资源管理框架](https://github.com/CatImmortal/CatAsset) +* [基于unity的RPG解密游戏框架](https://github.com/cafel176/RPGFrameWork) +* [Transform controller in Game View for Unity](https://github.com/mattatz/unity-transform-control) +* [go 实现的压测工具,ab、locust、Jmeter压测工具介绍【单台机器100w连接压测实战】](https://github.com/link1st/go-stress-testing) +* [UnityWindowsFileDrag&Drop](https://github.com/Bunny83/UnityWindowsFileDrag-Drop) +* [UnityGUIChartEditor](https://github.com/alessandroTironi/UnityGUIChartEditor) +* [REX-Diagnostics](https://github.com/thorgeirk11/REX-Diagnostics) +* [Spine Timeline](https://github.com/5argon/SpineTimeline) +* [ParticleEffectProfiler](https://github.com/sunbrando/ParticleEffectProfiler) +* [Memory instrumentation tool for android app&game developers](https://github.com/Tencent/loli_profiler) +* [UnityAssetUsageDetector](https://github.com/yasirkula/UnityAssetUsageDetector) +* [Unity-Helpers](https://github.com/mikecann/Unity-Helpers) +* [FindReferencesInProject2](https://github.com/networm/FindReferencesInProject2) +* [ripgrep](https://github.com/BurntSushi/ripgrep) +* [C# string零GC补充方案](https://github.com/871041532/zstring) +* [Unity Screen Navigator](https://github.com/Haruma-K/UnityScreenNavigator) +* [MA_TextureAtlasser](https://github.com/maxartz15/MA_TextureAtlasser) +* [perf-doctor](https://github.com/taptap/perf-doctor) +* [render-doctor](https://github.com/taptap/render-doctor) +* [AssetBundleChecker](https://github.com/wotakuro/AssetBundleChecker) +* [unity-intersections](https://github.com/mattatz/unity-intersections) +* [UnityRuntimeNodeEditor](https://github.com/cemuka/UnityRuntimeNodeEditor) +* [Unity2D Pixel Perfect Collider](https://github.com/RandomiaGaming/Unity2DPixelPerfectCollider) +* [LeoECS](https://github.com/Leopotam/ecs) +* [EZAddresser](https://github.com/Haruma-K/EZAddresser) +* [C++ Profiler For Games](https://github.com/bombomby/optick) +* [bsdiff](https://github.com/mendsley/bsdiff) +* [LuaHelper](https://github.com/Tencent/LuaHelper) +* [Dynamic scrollView based on UGUI](https://github.com/aillieo/UnityDynamicScrollView) +* [A Unity Editor script for automating Rhubarb lip sync animation](https://github.com/crdrury/Unity-Rhubarb-Lip-Syncer) +* [RoadArchitect](https://github.com/MicroGSD/RoadArchitect) +* [SoftMaskForUGUI](https://github.com/mob-sakai/SoftMaskForUGUI) +* [unity-compile-in-background](https://github.com/baba-s/unity-compile-in-background) +* [A simple audio encoder, decoder, noise reduction library for Unity](https://github.com/tkmn0/Caress.Unity) +* [Decompilation Tools and High Productivity Utilities](https://github.com/badamczewski/PowerUp) +* [compilation-visualizer](https://github.com/needle-tools/compilation-visualizer) +* [Animator 事件回调系统](https://github.com/Bian-Sh/Unity-MecanimEventSystem) +* [GameNetworkingSockets](https://github.com/ValveSoftware/GameNetworkingSockets) +* [Unity-Bridge-API](https://github.com/neon-age/Unity-Bridge-API) +* [Kogane.PackageToAsset](https://github.com/baba-s/Kogane.PackageToAsset) +* [unitysizeexplorer](https://github.com/aschearer/unitysizeexplorer) +* [成熟完备灵活的游戏配置解决方案](https://github.com/focus-creative-games/luban) +* [Web browser based Realtime Untiy3D Log viewer](https://github.com/5minlab/sagiri) +* [Unity-Editor-Toolbox](https://github.com/arimger/Unity-Editor-Toolbox) +* [LogViewer](https://github.com/woanware/LogViewer) +* [DotNetJS](https://github.com/Elringus/DotNetJS) +* [GrassBending](https://github.com/Elringus/GrassBending) +* [PathFinder3D](https://github.com/TheCyaniteProject/PathFinder3D) +* [unity-text-typer](https://github.com/redbluegames/unity-text-typer) +* [UnityHook](https://github.com/HearthSim/UnityHook) +* [FuzzySharp](https://github.com/JakeBayer/FuzzySharp) +* [HSV color picker for Unity UI](https://github.com/judah4/HSV-Color-Picker-Unity) +* [Reflexil](https://github.com/sailro/Reflexil) +* [NativeWebSocket](https://github.com/endel/NativeWebSocket) +* [unity-auto-attach-component-attributes](https://github.com/Nrjwolf/unity-auto-attach-component-attributes) +* [cito](https://github.com/pfusik/cito) +* [Fracture any mesh at runtime](https://github.com/ElasticSea/unity-fracture) +* [NativeRenderingPlugin](https://github.com/Unity-Technologies/NativeRenderingPlugin) +* [Task Animation Library for Unity](https://github.com/kyubuns/AnimeTask) +* [Mobile-friendly debug console](https://github.com/kyubuns/AbcConsole) +* [Array2DEditor](https://github.com/Eldoir/Array2DEditor) +* [FishNet - Networking Evolved](https://github.com/FirstGearGames/FishNet) +* [CurveDesigner](https://github.com/cmacmillan/CurveDesigner) +* [proceduralAnimation2D](https://github.com/Re50N4NC3/proceduralAnimation2D) +* [Distance Field Ambient Occlusion](https://github.com/ZephyrL/DFAO-unity) +* [DataRenderer2D](https://github.com/geniikw/DataRenderer2D) +* [LiteNetLibManager](https://github.com/insthync/LiteNetLibManager) +* [Mesh Cutter](https://github.com/hugoscurti/mesh-cutter) +* [Level design tools for Unity](https://github.com/sabresaurus/SabreCSG) +* [Animation Sequencer](https://github.com/brunomikoski/Animation-Sequencer) +* [UnityIngameDebugConsole](https://github.com/yasirkula/UnityIngameDebugConsole) +* [Weaver is a code weaving framework built right into Unity Engine. Based heavily off of Fody](https://github.com/ByronMayne/Weaver) +* [RenderDocMeshParserForUnity](https://github.com/windsmoon/RenderDocMeshParserForUnity) +* [Asset Management Tools for Unity](https://github.com/NibbleByte/UnityAssetManagementTools) +* [Marching-Cubes-Terrain](https://github.com/Eldemarkki/Marching-Cubes-Terrain) +* [protobuf3-for-unity](https://github.com/bitcraftCoLtd/protobuf3-for-unity) +* [CSharpier is an opinionated code formatter for c#](https://github.com/belav/csharpier) +* [UnityRuntimeInspector](https://github.com/yasirkula/UnityRuntimeInspector) +* [Raycast Visualization](https://github.com/nomnomab/RaycastVisualization) +* [2D-Platformer-Hunter](https://github.com/ta-david-yu/2D-Platformer-Hunter) +* [UNITY engine RPG framework](https://github.com/delmarle/RPG-Core) +* [Animation-Sequencer](https://github.com/brunomikoski/Animation-Sequencer) +* [hierarchy-labels](https://github.com/shniqq/hierarchy-labels) +* [Graphy - Ultimate FPS Counter - Stats Monitor & Debugger (Unity)](https://github.com/Tayx94/graphy) +* [City Generator](https://github.com/itsjustdel/City-Generator) +* [Unity-Folder-Icons](https://github.com/WooshiiDev/Unity-Folder-Icons) +* [ijkplayer](https://github.com/bilibili/ijkplayer) +* [A .NET library for compressed bit set data structures](https://github.com/BitSetsNet/BitSetsNet) +* [RailgunNet](https://github.com/ashoulson/RailgunNet) +* [unity-regex-builder](https://github.com/karl-/unity-regex-builder) +* [MissingScriptType](https://github.com/SolidAlloy/MissingScriptType) +* [BitPacking](https://github.com/Cobo3/BitPacking) +* [Mesh-Carving-Unity](https://github.com/eman2XR/Mesh-Carving-Unity) +* [A 100% native C# implementation of ZeroMQ for .NET](https://github.com/zeromq/netmq) +* [packetnet](https://github.com/dotpcap/packetnet) +* [LiveCharts2](https://github.com/beto-rodriguez/LiveCharts2) +* [uLipSync](https://github.com/hecomi/uLipSync) +* [Procedural Animation in Unity](https://github.com/Sopiro/Unity-Procedural-Animation) +* [websocket-sharp](https://github.com/sta/websocket-sharp) +* [ColorBands](https://github.com/rstecca/ColorBands) +* [mesh-cutter](https://github.com/hugoscurti/mesh-cutter) +* [C# Websocket Implementation](https://github.com/statianzo/Fleck) +* [behavior tree for lua](https://github.com/zhandouxiaojiji/behavior3lua) +* [collider-visualizer](https://github.com/tomori-hikage/collider-visualizer) +* [ScriptableObject-Architecture](https://github.com/DanielEverland/ScriptableObject-Architecture) +* [UnityEngine.CullingGroup API for everyone](https://github.com/mackysoft/Vision) +* [luacheck](https://github.com/mpeterv/luacheck) +* [NativeWebSocket](https://github.com/endel/NativeWebSocket) +* [Mathematical Expressions Evaluator for .NET](https://github.com/ncalc/ncalc) +* [NativeSDF](https://github.com/Amarcolina/NativeSDF) +* [VContainer](https://github.com/hadashiA/VContainer) +* [roblox-lua-promise](https://github.com/evaera/roblox-lua-promise) +* [UnlimitedScrollUI](https://github.com/Brian-Jiang/UnlimitedScrollUI) +* [Unity-Dependencies-Hunter](https://github.com/AlexeyPerov/Unity-Dependencies-Hunter) +* [Mesh simplification for Unity](https://github.com/Whinarn/UnityMeshSimplifier) +* [PixelArtTool](https://github.com/unitycoder/PixelArtTool) +* [LipSync-Pro](https://github.com/Rtyper/LipSync-Pro) +* [unity-mesh-builder](https://github.com/mattatz/unity-mesh-builder) +* [A C# priority queue optimized for pathfinding applications](https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp) +* [YooAsset是一个基于Unity3D引擎的资源管理插件](https://github.com/tuyoogame/YooAsset) +* [ProjectAuditor](https://github.com/Unity-Technologies/ProjectAuditor) +* [OSM-City-Engine](https://github.com/BerkeCagkanToptas/OSM-City-Engine) +* [High performance LINQ implementation with minimal heap allocations](https://github.com/NetFabric/NetFabric.Hyperlinq) +* [playable visualizer with GraphView](https://github.com/terrynoya/YJZPlayableGraphView) +* [Unity - Mulligan Renamer](https://github.com/redbluegames/unity-mulligan-renamer) +* [Unity对比工具](https://github.com/L-Lawliet/UnityCompare) +* [Unity自动生成各种机型分辨率效果工具](https://github.com/QiangZou/AdapterTool) +* [Gif decoding utility for Unity engine](https://github.com/3DI70R/Unity-GifDecoder) +* [unity prefab差异对比插件UniMerge](https://zhuanlan.zhihu.com/p/28086510) +* [UnityDirtyCompiler 脏脚本编译工具](https://github.com/chenwansal/UnityDirtyCompiler) +* [LipSyncUE4](https://github.com/pgii/LipSyncUE4) +* [Peer to peer network solution for multiplayer games](https://github.com/zestylife/EuNet) +* [DotNetty](https://github.com/Azure/DotNetty) +* [sharpcompress](https://github.com/adamhathcock/sharpcompress) +* [Asynchronous Image Loader for Unity](https://github.com/Looooong/UnityAsyncImageLoader) +* [Recyclable-Scroll-Rect](https://github.com/MdIqubal/Recyclable-Scroll-Rect) +* [unity-package-tools](https://github.com/jeffcampbellmakesgames/unity-package-tools) +* [Automatic-DynamicBone](https://github.com/OneYoungMean/Automatic-DynamicBone) +* [unity-autocomplete-search-field](https://github.com/marijnz/unity-autocomplete-search-field) +* [UnityExplorer](https://github.com/sinai-dev/UnityExplorer) +* [High performance understanding for stack traces](https://github.com/benaadams/Ben.Demystifier) +* [BMeshUnity](https://github.com/eliemichel/BMeshUnity) +* [World generator made in Unity](https://github.com/emqk/ProceduralWorld) +* [FusionWater](https://github.com/nailuj05/FusionWater) +* [Smart-Inspector](https://github.com/neon-age/Smart-Inspector) +* [Ceto: Ocean system for Unity](https://github.com/Scrawk/Ceto) +* [Unity 2021 Object Pool API](https://github.com/llamacademy/2021-object-pool) +* [Easy and optimized way to apply Filtering, Sorting, and Pagination using text-based data](https://github.com/alirezanet/Gridify) +* [SharedMemory](https://github.com/justinstenning/SharedMemory) +* [BulletSharpPInvoke](https://github.com/AndresTraks/BulletSharpPInvoke) +* [Iterator Library for C# and Unity](https://github.com/jacksondunstan/iterator) +* [C# library for 2D/3D geometric computation, mesh algorithms, and so on](https://github.com/gradientspace/geometry3Sharp) +* [Reloaded.Memory](https://github.com/Reloaded-Project/Reloaded.Memory) +* [Cross-platform .NET/Mono bindings for LibVLC](https://github.com/videolan/libvlcsharp) +* [Unity_Toys](https://github.com/rito15/Unity_Toys) +* [UniTaskStateMachine](https://github.com/k-okawa/UniTaskStateMachine) +* [A fully-featured deformer system for Unity](https://github.com/keenanwoodall/Deform) +* [A unity library to parse GIF files and extract the images as textures](https://github.com/gwaredd/mgGif) +* [GCFreeClosure](https://github.com/lujian101/GCFreeClosure) +* [LinqFaster](https://github.com/jackmott/LinqFaster) +* [Fast, low-allocation ports of List, Dictionary, HashSet, Stack, and Queue using ArrayPool and Span](https://github.com/jtmueller/Collections.Pooled) +* [Pure C# 3D real time physics simulation library](https://github.com/bepu/bepuphysics2) +* [Efficient glTF 3D import / export library for Unity](https://github.com/atteneder/glTFast) +* [MemoryStream with ArrayPool](https://github.com/itn3000/PooledStream) +* [Automatic LOD generation + scene optimization](https://github.com/Unity-Technologies/AutoLOD) +* [UnityMeshSimplifier](https://gitee.com/tangcm/UnityMeshSimplifier/tree/master) +* [MeshDecimator](https://github.com/Whinarn/MeshDecimator) +* [unity中lod分级减面工具SimplyGon, lod预览工具](https://github.com/huailiang/lod) +* [A simple selection history window for Unity](https://github.com/acoppes/unity-history-window) +* [ULiteWebView是一个极度轻量化的Unity内嵌WebView插件](https://github.com/jinglikeblue/ULiteWebView) +* [Prefabshop-Prefab painter for Unity](https://github.com/Raptorij/Prefabshop) +* [Fixed point math C# library](https://github.com/asik/FixedMath.Net) +* [A C# port of Box2D](https://github.com/Zonciu/Box2DSharp) +* [MemoryExtensions](https://github.com/xljiulang/MemoryExtensions) +* [UGUI-Editor](https://github.com/liuhaopen/UGUI-Editor) +* [Unity3d-QuadTree-Collision-Detection](https://github.com/cr4yz/Unity3d-QuadTree-Collision-Detection) +* [提供 C# 基础的功能扩展](https://github.com/CYJB/Cyjb) +* [LZ4/LH4HC compression for .NET Standard 1.6/2.0 (formerly known as lz4net)](https://github.com/MiloszKrajewski/K4os.Compression.LZ4) +* [Bonsai Behaviour Tree](https://github.com/luis-l/BonsaiBehaviourTree) +* [UnityTimelineEvents](https://github.com/georgejecook/UnityTimelineEvents) +* [fullserializer](https://github.com/jacobdufault/fullserializer) +* [C# 超简单的离线人脸识别库。( 基于 SeetaFace6 )](https://github.com/ViewFaceCore/ViewFaceCore) +* [Control a camera or any other object like SceneView camera](https://github.com/XJINE/Unity_SceneCameraController) +* [Overdraw profiler for Unity, shows fill rate](https://github.com/ken48/UnityOverdrawMonitor) +* [Roslyn analyzers for Unity game developers](https://github.com/microsoft/Microsoft.Unity.Analyzers) +* [A native Unity plugin to handle runtime permissions on Android M+](https://github.com/yasirkula/UnityAndroidRuntimePermissions) +* [Implementation of a lock-free dictionary on .Net](https://github.com/VSadov/NonBlocking) +* [Unity-ZeroMQ-Example](https://github.com/valkjsaaa/Unity-ZeroMQ-Example) +* [Unity3D-Python-Communication](https://github.com/off99555/Unity3D-Python-Communication) +* [Python-Unity-Socket-Communication](https://github.com/Siliconifier/Python-Unity-Socket-Communication) +* [UnityPy is python module that makes it possible to extract/unpack and edit Unity assets](https://github.com/K0lb3/UnityPy) +* [A fast, powerful, safe and lightweight scripting language and engine for .NET](https://github.com/scriban/scriban) +* [PGP library for .NET / c#](https://github.com/Cinchoo/ChoPGP) +* [Apple Unity Plug-Ins](https://github.com/apple/unityplugins) +* [unity-cache-server](https://github.com/Unity-Technologies/unity-cache-server) +* [MikuMikuRig是一款集生成控制器,自动导入动画,自动布料为一体的blender插件](https://github.com/958261649/Miku_Miku_Rig) +* [A pure C# CIL interpreter designed to load and execute managed code on IL2CPP (Unity) platforms](https://github.com/scottyboy805/dotnow-interpreter) +* [单机吞吐2266万tps的网络通信框架](https://github.com/NewLifeX/NewLife.Net) +* [性能监控软件](https://github.com/dingxiaowei/MonitorTool) +* [Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples](https://github.com/luxkun/ReGoap) +* [Expanded Math Functionality for Unity](https://github.com/FreyaHolmer/Mathfs) +* [Steering, obstacle avoidance and path following behaviors for the Unity Game Engine](https://github.com/ricardojmendez/UnitySteer) +* [3d Tilemap Editor for Unity](https://github.com/peartreegames/blocky-world-editor) +* [Generate link.xml file for unity](https://github.com/KuraiAndras/LinkerGenerator) +* [Interactive JPS Search Algorithim, using Steve Rabin's algorithim](https://github.com/trgrote/JPS-Unity) +* [A pure C# implementation of xxhash algorithm](https://github.com/uranium62/xxHash) +* [UnityFileDownloader](https://github.com/jpgordon00/UnityFileDownloader) +* [TouchSocket是 C# 的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket) +* [Tools and libraries to glue C/C++ APIs to high-level languages](https://github.com/mono/CppSharp) +* [Behavior trees for Unity3D projects](https://github.com/ashblue/fluid-behavior-tree) +* [单机吞吐2266万tps的网络通信框架](https://github.com/NewLifeX/NewLife.Net) +* [TouchSocket是 C# 的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket) +* [Object pooling system for Unity](https://github.com/mackysoft/XPool) +* [Unity-AssetStreaming](https://github.com/oculus-samples/Unity-AssetStreaming) +* [UnityHFSM](https://github.com/Inspiaaa/UnityHFSM) +* [BakingSheet](https://github.com/cathei/BakingSheet) +* [unity3d_quick_reflection](https://github.com/smopu/unity3d_quick_reflection) +* [System.Span for Unity-2019](https://github.com/ousttrue/dotnet.system.memory) +* [Fast, idiomatic C# implementation of Flatbuffers](https://github.com/jamescourtney/FlatSharp) +* [A native Unity plugin to handle runtime permissions on Android M+](https://github.com/yasirkula/UnityAndroidRuntimePermissions) +* [ParrelSync](https://github.com/VeriorPies/ParrelSync) +* [Scene-View-Picker](https://github.com/RoyTheunissen/Scene-View-Picker) +* [Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture) +* [Terrain voxel engine with the use of Marching Cubes implemented in Unity](https://github.com/Javier-Garzo/Marching-cubes-on-Unity-3D) +* [A fully dynamic planar navmesh for Unity supporting agents of any size](https://github.com/dotsnav/dotsnav) +* [lightweight terrain tool for unity3d](https://github.com/emrecancubukcu/Terrain-Decorator) +* [C# library for 2D/3D geometric computation, mesh algorithms, and so on](https://github.com/gradientspace/geometry3Sharp) +* [Simple, message based, MMO Scale TCP networking in C#](https://github.com/vis2k/Telepathy) +* [Portable Executable (PE) library written in .Net](https://github.com/secana/PeNet) +* [Generate ToString method from public properties](https://github.com/Fody/ToString) +* [VertexAnimation](https://github.com/maxartz15/VertexAnimation) +* [简单高效的多边形地图系统](https://github.com/genechiu/NavMesh) +* [AsmdefHelper](https://github.com/naninunenoy/AsmdefHelper) +* [Unity editor tool for baking shaders to textures](https://github.com/Cyanilux/BakeShader) +* [Embedded Typed Readonly In-Memory Document Database for .NET Core and Unity](https://github.com/Cysharp/MasterMemory) +* [Fast, cross-platform and reliable multipart downloader with asynchronous progress events for .NET applications](https://github.com/bezzad/Downloader) +* [XPool - Object Pooling System for Unity](https://github.com/mackysoft/XPool) +* [C# Extension Methods | Over 1000 extension methods](https://github.com/zzzprojects/Z.ExtensionMethods) +* [VisualProfiler-Unity](https://github.com/microsoft/VisualProfiler-Unity) +* [Varena is a .NET library that provides a fast and lightweight arena allocator using virtual memory](https://github.com/xoofx/Varena) +* [Unity设备判断高中低](https://github.com/dingxiaowei/DeviceGrading) +* [A PBD fluid in unity running on the GPU](https://github.com/Scrawk/PBD-Fluid-in-Unity) +* [GUID regenerator for Unity assets](https://github.com/jeffjadulco/unity-guid-regenerator) +* [A .NET library to run C# code in parallel on the GPU through DX12, D2D1 and dynamically generated HLSL compute shader](https://github.com/Sergio0694/ComputeSharp) +* [Creative geometry for Unity](https://github.com/IxxyXR/polyhydra-upm) +* [Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion) +* [A small extension that adds a menu item to add folders as symlinks in Unity](https://github.com/karl-/unity-symlink-utility) +* [High Performance Computing in C# (HPCsharp)](https://github.com/DragonSpit/HPCsharp) +* [SPH-Water-Simulation-With-Unity](https://github.com/MahmoudKanbar/SPH-Water-Simulation-With-Unity) +* [DMotion - A high level Animation Framework for Unity DOTS](https://github.com/gamedev-pro/dmotion) +* [EasyTimeSlicing](https://github.com/aillieo/EasyTimeSlicing) +* [Voice chat/VoIP solution for unity](https://github.com/adrenak/univoice) +* [C# port of the stb_image.h](https://github.com/StbSharp/StbImageSharp) +* [An advanced behaviour tree solution for the Unity game engine](https://github.com/luis-l/BonsaiBehaviourTree) +* [AnotherThread](https://github.com/unity3d-jp/AnotherThread) +* [UnityDebugSheet](https://github.com/Haruma-K/UnityDebugSheet) +* [Runtime-Monitoring](https://github.com/JohnBaracuda/Runtime-Monitoring) +* [Hierarchical Finite State Machine](https://github.com/AlexBlackfrost/Unity-Hierarchical-Finite-State-Machine) +* [Case study on fluid dynamics, Volumetric GPU-Based fluid simulator](https://github.com/Al-Asl/Fluid-Simulator) +* [C++11 std::mt19937_64 for C#](https://github.com/lineplay/mt19937_64_cs) +* [AsyncEx](https://github.com/StephenCleary/AsyncEx) +* [AsyncLock](https://github.com/neosmart/AsyncLock) +* [Grass-Tool](https://github.com/starfaerie/Grass-Tool) +* [fluid-behavior-tree](https://github.com/ashblue/fluid-behavior-tree) +* [四叉树大场景解决方案](https://github.com/654306663/QuadTreeMap) +* [SDFGI](https://github.com/Fewes/SDFGI) +* [Http-Multipart-Data-Parser](https://github.com/Http-Multipart-Data-Parser/Http-Multipart-Data-Parser) +* [UnityTimeRewinder](https://github.com/SitronX/UnityTimeRewinder) +* [BoidsUnity](https://github.com/jtsorlinis/BoidsUnity) +* [BuildReportInspector](https://github.com/Unity-Technologies/BuildReportInspector) +* [Unity-Saver](https://github.com/IvanMurzak/Unity-Saver) +* [prefab-library](https://github.com/joshcamas/prefab-library) +* [Unity-Native-Sharing](https://github.com/NicholasSheehan/Unity-Native-Sharing) +* [Mesh-Animation](https://github.com/codewriter-packages/Mesh-Animation) +* [unity-animation](https://github.com/KleinerHacker/unity-animation) +* [UnityUIOptimizationTool](https://github.com/JoanStinson/UnityUIOptimizationTool) +* [Automatically setup Camera viewports from RectTransforms in Unity](https://github.com/gilzoide/unity-camera-viewport-rect) +* [UnityBezierSolution](https://github.com/yasirkula/UnityBezierSolution) +* [Reactive systems and other utilities for Unity DOTS](https://github.com/PanMadzior/ReactiveDots) +* [com.unity.demoteam.mesh-to-sdf](https://github.com/Unity-Technologies/com.unity.demoteam.mesh-to-sdf) +* [FPMath-基于 FixedMath.NET 的 Q31.32 定点数数学库](https://github.com/chenwansal/FPMath) +* [Unity-Gyroscope-Parallax](https://github.com/IvanMurzak/Unity-Gyroscope-Parallax) +* [UnityWebBrowser](https://github.com/Voltstro-Studios/UnityWebBrowser) +* [ActiveRagdoll](https://github.com/ashleve/ActiveRagdoll) +* [UnityWindowsFileDrag-Drop](https://github.com/Bunny83/UnityWindowsFileDrag-Drop) +* [NSprites-Unity DOTS Sprite Rendering Package](https://github.com/Antoshidza/NSprites) +* [Box2DSharp](https://github.com/Zonciu/Box2DSharp) +* [psd-parser(Photoshop Document Parser for .Net)](https://github.com/NtreevSoft/psd-parser) +* [Unity-AlembicToVAT](https://github.com/Gaxil/Unity-AlembicToVAT) +* [WebSocketListener(A lightweight and scalable asynchronous WebSocket listener)](https://github.com/vtortola/WebSocketListener) +* [AIConnectors-Unity C# API connections to StableDiffusion (Automatic1111 and Replicate.com), Dall-E, GPT-3, and possibly others in the future](https://github.com/JPhilipp/AIConnectors) +* [OpenKCC-Open Source Kinematic Character Controller for Unity](https://github.com/nicholas-maltbie/OpenKCC) +* [NativeTrees-Burst compatible Octree and Quadtree for Unity](https://github.com/bartofzo/NativeTrees) +* [SuperScience-Gems of Unity Labs for our user-base](https://github.com/Unity-Technologies/SuperScience) +* [Liquid-Simulation-Liquid simulation effect created in Unity](https://github.com/ivuecode/Liquid-Simulation) +* [DungeonGenerator-Procdural dungeon generator for Unity3D](https://github.com/vazgriz/DungeonGenerator) +* [Html2UnityRich-能够将Html标签转化为Unity支持的富文本标签(UGUI or TextPro)](https://github.com/Wilson403/Html2UnityRich) +* [SimplifyPolygon](https://github.com/vanCopper/SimplifyPolygon) +* [asset-relations-viewer](https://github.com/innogames/asset-relations-viewer) +* [KCP C#版 线程安全,运行时无alloc,对gc无压力](https://github.com/KumoKyaku/KCP) +* [MotionMatching](https://github.com/nashnie/MotionMatching) +* [CapFrameX-Frametime capture and analysis tool](https://github.com/CXWorld/CapFrameX) +* [MagicOnion-Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion) +* [YamlDotNet-YamlDotNet is a .NET library for YAML](https://github.com/aaubry/YamlDotNet) +* [VYaml-The extra fast, low memory footprint YAML library for C#, focued on .NET and Unity](https://github.com/hadashiA/VYaml) +* [Mixture-Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture) +* [G-Shark-a free and open-source geometry library designed for computational designers and software developers in the Architecture, Engineering, and Construction (AEC) industry](https://github.com/GSharker/G-Shark) +* [UnityDataTools-Experimental tools and libraries for reading and analyzing Unity data files](https://github.com/Unity-Technologies/UnityDataTools) +* [Unity GPU Vector Graphics](https://github.com/voxell-tech/UnityGPUVectorGraphics) +* [SimpleComputeShaderHashTable-A simple, threadsafe, lock-free hash table for Unity Compute Shaders](https://github.com/b0nes164/SimpleComputeShaderHashTable) +* [LLVMSharp-LLVM bindings for .NET Standard written in C# using ClangSharp](https://github.com/dotnet/LLVMSharp) +* [HexTiles-Unity Hex Tile Editor](https://github.com/RoryDungan/HexTiles) +* [UniMeshCombiner-Simple Unity Mesh Combine Tool](https://github.com/sanukin39/UniMeshCombiner) +* [Tri-Inspector](https://github.com/codewriter-packages/Tri-Inspector) +* [UnityGLTF](https://github.com/KhronosGroup/UnityGLTF) +* [ProceduralToolkit-Procedural generation library for Unity](https://github.com/Syomus/ProceduralToolkit) +* [hierarchical-pathfinding](https://github.com/hugoscurti/hierarchical-pathfinding) +* [Modular-AI Visual behaviour & AI design tool for Unity](https://github.com/Kitbashery/Modular-AI) +* [Netcode.IO.NET-A pure managed C# implementation of the Netcode.IO spec](https://github.com/GlaireDaggers/Netcode.IO.NET) +* [APKToolGUI](https://github.com/AndnixSH/APKToolGUI) +* [AppIconChangerUnity-Change the app icon dynamically in Unity (iOS only)](https://github.com/kyubuns/AppIconChangerUnity) +* [An OpenAI Rest Client for Unity (UPM)](https://github.com/RageAgainstThePixel/com.openai.unity) +* [unity-voronoi Voronoi mesh generator](https://github.com/komietty/unity-voronoi) +* [PathFinding](https://github.com/GameArki/PathFinding) +* [stylised-character-controller(A stylised physics based character controller made in Unity 3D)](https://github.com/joebinns/stylised-character-controller) +* [Skinner-Special Effects with Skinned Mesh in Unity](https://github.com/keijiro/Skinner) +* [PBD-Fluid-in-Unity](https://github.com/Scrawk/PBD-Fluid-in-Unity) +* [StructLinq-Implementation in C# of LINQ concept with struct](https://github.com/reegeek/StructLinq) +* [unity-domain-reload-helper](https://github.com/joshcamas/unity-domain-reload-helper) +* [Open-Source-Motion-Matching-System](https://github.com/dreaw131313/Open-Source-Motion-Matching-System) +* [IL2C-IL2C - A translator for ECMA-335 CIL/MSIL to C language](https://github.com/kekyo/IL2C) +* [高性能的多线程异步工具库](https://github.com/dotnet-campus/AsyncWorkerCollection) +* [Addler-Memory management system for Unity's Addressable Asset System](https://github.com/Haruma-K/Addler) +* [NativeHeap](https://github.com/Amarcolina/NativeHeap) +* [Gobie-Simple C# source generation based on custom templates](https://github.com/GobieGenerator/Gobie) +* [UnityBoneTools](https://github.com/ecidevilin/UnityBoneTools) +* [LinqGen-Alloc-free and fast replacement for Linq, with code generation](https://github.com/cathei/LinqGen) +* [Unity-GUID Implementation of a persistent serializable GUID](https://github.com/stonesheltergames/Unity-GUID) +* [DTCompileTimeTracker-Unity editor extension which tracks compile time](https://github.com/DarrenTsung/DTCompileTimeTracker) +* [GraphViewBehaviorTree](https://github.com/JamesLaFritz/GraphViewBehaviorTree) +* [SimdLinq](https://github.com/Cysharp/SimdLinq) +* [VirtualFileSystem-C#](https://github.com/Lurler/VirtualFileSystem) +* [CopyOnWrite](https://github.com/microsoft/CopyOnWrite) +* [Open AI GPT-3 and DALL-E dotnet SDK](https://github.com/betalgo/openai) +* [LSystemsInUnity](https://github.com/pboechat/LSystemsInUnity) +* [CSCore - .NET Audio Library](https://github.com/filoe/cscore) +* [FASTER-Fast persistent recoverable log and key-value store + cache, in C# and C++](https://github.com/microsoft/FASTER) +* [ProtoPromise](https://github.com/timcassell/ProtoPromise) +* [ZLogger-Zero Allocation Text/Strcutured Logger for .NET Core and Unity, built on top of a Microsoft.Extensions.Logging](https://github.com/Cysharp/ZLogger) +* [guid-based-reference](https://github.com/Unity-Technologies/guid-based-reference) +* [MethodDecorator - Compile time decorator pattern via IL rewriting](https://github.com/Fody/MethodDecorator) +* [Unity-Threading](https://github.com/Enderlook/Unity-Threading) +* [ContextSteering-Unity](https://github.com/RubenFrans/ContextSteering-Unity) +* [BNAO-A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity](https://github.com/Fewes/BNAO) +* [tension-tools](https://github.com/apilola/tension-tools) +* [Unity-WinForms](https://github.com/Meragon/Unity-WinForms) +* [Unity-Lightmap-Prefab-Baker](https://github.com/nukadelic/Unity-Lightmap-Prefab-Baker) +* [SpherePlanet-QuadTreeimplement](https://github.com/Ymiku/SpherePlanet-QuadTreeimplement) +* [VloxyEngine-Performance oriented voxel engine for unity](https://github.com/BLaZeKiLL/VloxyEngine) +* [InspectorGraph](https://github.com/giantparticlegames/InspectorGraph) +* [bepuphysics1int](https://github.com/sam-vdp/bepuphysics1int) +* [KinoFog-Global fog effect for Unity](https://github.com/keijiro/KinoFog) +* [Bolt.Addons.Community](https://github.com/RealityStop/Bolt.Addons.Community) +* [GeneticSharp](https://github.com/giacomelli/GeneticSharp) +* [QuadSphere](https://github.com/bicarbon8/QuadSphere) +* [Deform - A fully-featured deformer system for Unity](https://github.com/keenanwoodall/Deform) +* [unity-animation-compressor](https://github.com/fish-ken/unity-animation-compressor) +* [AIShader - ChatGPT-powered shader generator for Unity](https://github.com/keijiro/AIShader) +* [PopUnitySockets](https://github.com/NewChromantics/PopUnitySockets) +* [BackgroundDownload - Plugins for mobile platforms to enable file downloads in background](https://github.com/Unity-Technologies/BackgroundDownload) +* [Synthic](https://github.com/rhedgeco/Synthic) +* [MonoGame - One framework for creating powerful cross-platform games](https://github.com/MonoGame/MonoGame) +* [Metatex - Metadata-only texture importer for Unity](https://github.com/keijiro/Metatex) +* [NetOctree - A dynamic, loose octree implementation](https://github.com/mcserep/NetOctree) +* [interprocess - A cross-platform shared memory queue for fast communication between processes](https://github.com/cloudtoid/interprocess) +* [UnityBoundingVolumeHeirachy(BVH)](https://github.com/rossborchers/UnityBoundingVolumeHeirachy) +* [UnityWebSocket](https://github.com/psygames/UnityWebSocket) +* [C-Sharp algorithms - All algorithms implemented in C#](https://github.com/TheAlgorithms/C-Sharp) +* [Render-Crowd-Of-Animated-Characters](https://github.com/chenjd/Render-Crowd-Of-Animated-Characters) +* [Netly - open source socket library for c# ](https://github.com/alec1o/Netly) +* [Netick-KCC An implementation of Kinematic Character Controller with Netick Networking](https://github.com/Milk-Drinker01/Netick-KCC) +* [NativeOctree - An Octree Native Collection for Unity DOTS](https://github.com/marijnz/NativeOctree) +* [AsmdefHelper - Unity assembly definition utilities](https://github.com/naninunenoy/AsmdefHelper) +* [2D-Platform-Controller](https://github.com/david-reborn/2D-Platform-Controller) +* [UnityNativeShare](https://github.com/yasirkula/UnityNativeShare) +* [Ebook-Unity-AIProgramming](https://github.com/MinaPecheux/Ebook-Unity-AIProgramming) +* [Imaginator4Unity](https://github.com/NeogeneAI/Imaginator4Unity) +* [AISkyboxGenerator](https://github.com/CatDarkGame/AISkyboxGenerator) +* [FastScriptReload](https://github.com/handzlikchris/FastScriptReload) +* [Unity3D.IncrementalCompiler - Unity3D Incremental C# Compiler using Roslyn](https://github.com/SaladLab/Unity3D.IncrementalCompiler) +* [lighting-data-asset-reverse](https://github.com/guycalledfrank/lighting-data-asset-reverse) +* [CustomNavMesh](https://github.com/jadvrodrigues/CustomNavMesh) +* [UnityEngineAnalyzer](https://github.com/vad710/UnityEngineAnalyzer) +* [NSprites-Unity DOTS Sprite Rendering Package](https://github.com/Antoshidza/NSprites) +* [SocoTools-Crossous's unity tools,currently contains shader variant stripper tools](https://github.com/crossous/SocoTools) +* [UnityShaderStripper](https://github.com/SixWays/UnityShaderStripper) +* [UnityDbgDraw](https://github.com/pschraut/UnityDbgDraw) +* [unity-voxel](https://github.com/mattatz/unity-voxel) +* [PlayHooky-C# Runtime Hooking Library for .NET/Mono/Unity](https://github.com/wledfor2/PlayHooky) +* [KNN-Fast K-Nearest Neighbour Library for Unity DOTS](https://github.com/ArthurBrussee/KNN) +* [GameWork-Foundation](https://github.com/FronkonGames/GameWork-Foundation) +* [FastDeepCloner](https://github.com/AlenToma/FastDeepCloner) +* [box2d-netstandard](https://github.com/codingben/box2d-netstandard) +* [Unity-Procedural-IK-Wall-Walking-Spider](https://github.com/PhilS94/Unity-Procedural-IK-Wall-Walking-Spider) +* [BurstFFT-FFT implementation in C# optimized for Unity's Burst compiler](https://github.com/keijiro/BurstFFT) +* [Unity-Animation-Sync](https://github.com/SolarianZ/Unity-Animation-Sync-Demo) +* [Unity-Plane-Mesh-Splitter](https://github.com/artnas/Unity-Plane-Mesh-Splitter) +* [TexturePanner](https://github.com/AdultLink/TexturePanner) +* [lambdaparser](https://github.com/nreco/lambdaparser) +* [EditorGUISplitView](https://github.com/miguel12345/EditorGUISplitView) +* [com.unity.formats.fbx](https://github.com/Unity-Technologies/com.unity.formats.fbx) +* [VirtualTexture](https://github.com/jintiao/VirtualTexture) +* [PublishersFork](https://github.com/adamgit/PublishersFork) +* [spine-runtimes](https://github.com/EsotericSoftware/spine-runtimes) +* [C# utility library. C#工具包](https://github.com/yuzhengyang/Fork) +* [UnityMemoryProfilerSupportKun](https://github.com/katsumasa/UnityMemoryProfilerSupportKun) +* [AirSticker](https://github.com/CyberAgentGameEntertainment/AirSticker) +* [Client Simulator for World Building](https://github.com/vrchat-community/ClientSim) +* [simple-disk-utils](https://github.com/dkrprasetya/simple-disk-utils) +* [Sep - Possibly the World's Fastest .NET CSV Parser](https://github.com/nietras/Sep) +* [LowpolyConvertor](https://github.com/zd304/LowpolyConvertor) +* [DOTS-BehaviorTree](https://github.com/SinyavtsevIlya/DOTS-BehaviorTree) +* [Unity-Built-In-Attributes](https://github.com/teebarjunk/Unity-Built-In-Attributes) +* [SPCRJointDynamics](https://github.com/SPARK-inc/SPCRJointDynamics) +* [UnityTodo](https://github.com/somedeveloper00/UnityTodo) +* [AsmResolver-A library for creating, reading and editing PE files and .NET modules](https://github.com/Washi1337/AsmResolver) +* [TypeTreeDumper](https://github.com/DaZombieKiller/TypeTreeDumper/) +* [AutumnBox - 图形化ADB工具箱](https://github.com/zsh2401/AutumnBox) +* [DotNetCorePlugins - .NET Core library for dynamically loading code](https://github.com/natemcmaster/DotNetCorePlugins) +* [Animation-Texture-Baker](https://github.com/sugi-cho/Animation-Texture-Baker) +* [Il2CppInterop](https://github.com/BepInEx/Il2CppInterop) +* [c2cs - Generate C# bindings from a C header](https://github.com/bottlenoselabs/c2cs) +* [SharpCompilerSettingsForUnity-Change the C# compiler (csc) used on your Unity project, as you like](https://github.com/mob-sakai/CSharpCompilerSettingsForUnity) +* [TextureMerge - pack/merge textures into image channels](https://github.com/Fidifis/TextureMerge) +* [BVHTools-BVH Tools for Unity](https://github.com/emilianavt/BVHTools) +* [SkiaForUnity - Skia For Unity with skottie animations](https://github.com/ammariqais/SkiaForUnity) +* [AsyncWorkerCollection - 高性能的多线程异步工具库](https://github.com/dotnet-campus/AsyncWorkerCollection) +* [reko - Reko is a binary decompiler](https://github.com/uxmal/reko) +* [AutoLevel - Free procedural level generator for unity](https://github.com/Al-Asl/AutoLevel) +* [OpenWorldFramework](https://github.com/tiredamage42/OpenWorldFramework) +* [unity-project-pin-board](https://github.com/ichenpipi/unity-project-pin-board) +* [DirectRetrieveAttribute](https://github.com/labbbirder/DirectRetrieveAttribute) +* [UnityInjection](https://github.com/labbbirder/UnityInjection) +* [Jitex - A library to modify MSIL and native code at runtime](https://github.com/Hitmasu/Jitex#Replace-Native-Code) +* [PruningRadixTrie - 1000x faster Radix trie for prefix search & auto-complete](https://github.com/wolfgarbe/PruningRadixTrie) +* [Shaman.ValueString](https://github.com/antiufo/Shaman.ValueString) +* [unity-quadtree-octree-floodfill(Quadtree Octree flood-fill in Unity)](https://github.com/ElasticSea/unity-quadtree-octree-floodfill) +* [TouchSocket - TouchSocket是.Net(包括 C# 、VB.Net、F#)的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket) +* [asset-pipeline](https://github.com/daihenka/asset-pipeline) +* [Vision - UnityEngine.CullingGroup API for everyone](https://github.com/mackysoft/Vision) +* [NaResolver - 轻量化的Unity游戏插件开发框架,给你带来极佳的体验](https://github.com/MidTerm-CN/NaResolver) +* [VirtualFileSystem - A virtual file system implementation in modern C#](https://github.com/Atypical-Consulting/VirtualFileSystem) +* [unity-primitive-mesh-asset-creator](https://github.com/keijiro/unity-primitive-mesh-asset-creator) +* [FreeScheduler](https://github.com/2881099/FreeScheduler) +* [MagicTween](https://github.com/AnnulusGames/MagicTween) +* [unity-profiler-data-exporter](https://github.com/steve3003/unity-profiler-data-exporter) +* [NETCore.Encrypt - NETCore encrypt and decrypt tool](https://github.com/myloveCc/NETCore.Encrypt) +* [SmartReference](https://github.com/Brian-Jiang/SmartReference) +* [Utf8StringInterpolation](https://github.com/Cysharp/Utf8StringInterpolation) +* [RuntimeAssetDatabase](https://github.com/Battlehub0x/RuntimeAssetDatabase) +* [Unity-Collider-Optimizer](https://github.com/aniketrajnish/Unity-Collider-Optimizer) +* [PrimeTween - High-performance, allocation-free tween library for Unity](https://github.com/KyryloKuzyk/PrimeTween) +* [MiniExcel - Fast, Low-Memory, Easy Excel .NET helper](https://github.com/mini-software/MiniExcel) +* [YetAnotherHttpHandler](https://github.com/Cysharp/YetAnotherHttpHandler) +* [UnityCameraSystem_CC - 基于Cinemachine的第一/三人称过肩/自由/斜45度/俯视角摄像机系统](https://github.com/LeahLee13/UnityCameraSystem_CC) +* [MipmapStreaming](https://github.com/kuronekoyang/MipmapStreaming) +* [UnsafeCollections](https://github.com/fholm/UnsafeCollections) +* [Aether.Physics2D](https://github.com/tainicom/Aether.Physics2D) +* [Vibration - Use custom vibrations on mobile with this native Plugin for Unity (Android & iOS)](https://github.com/BenoitFreslon/Vibration) +* [ncalc - Mathematical Expressions Evaluator for .NET](https://github.com/ncalc/ncalc) +* [DotFastLZ - a port of FastLZ, Small and portable byte-aligned LZ77 compression for C#](https://github.com/ikpil/DotFastLZ) +* [ExcelDna - Free and easy .NET for Excel. This repository contains the core Excel-DNA library](https://github.com/Excel-DNA/ExcelDna) +* [com.unity.editoriterationprofiler](https://github.com/Unity-Technologies/com.unity.editoriterationprofiler) +* [DeepCopy - Simple & efficient library for deep copying .NET objects](https://github.com/ReubenBond/DeepCopy) +* [ProjectWindowHistory - Editor extension that allows Undo/Redo on Unity ProjectWindow](https://github.com/Yusuke57/ProjectWindowHistory) +* [wpftoolkit](https://github.com/xceedsoftware/wpftoolkit) +* [SynicSugar-Unity High-level Networking Library for Mobile and Small-party Games with Epic Online Services](https://github.com/skeyll/SynicSugar) +* [AOI - c# AOI algorithm for cross linked list](https://github.com/qq362946/AOI) +* [EasyCompressor](https://github.com/mjebrahimi/EasyCompressor) +* [PsdParser - PSD file parser library for C#](https://github.com/manju-summoner/PsdParser) +* [bzPSD - PSD loader for .NET written entirely in managed C#](https://github.com/bizzehdee/bzPSD) +* [npoi](https://github.com/nissl-lab/npoi) +* [SocketIOUnity](https://github.com/itisnajim/SocketIOUnity) +* [ImKeyframeReduction](https://github.com/phi16/ImKeyframeReduction) +* [AsyncRAT-C-Sharp Open-Source Remote Administration Tool For Windows C# (RAT)](https://github.com/NYAN-x-CAT/AsyncRAT-C-Sharp) +* [SDFTextureGenerator](https://github.com/cecarlsen/SDFTextureGenerator) +* [Gitostory](https://github.com/emirkivrak/Gitostory) +* [com.nebukam.job-assist](https://github.com/Nebukam/com.nebukam.job-assist) +* [.Net-Bridge](https://github.com/tr8dr/.Net-Bridge) +* [UnityMeshSimplifier](https://github.com/Unity-Technologies/UnityMeshSimplifier) +* [ComputeSharp](https://github.com/Sergio0694/ComputeSharp) +* [LitMotion - Lightning-fast and Zero Allocation Tween Library for Unity](https://github.com/AnnulusGames/LitMotion) +* [whisper.unity](https://github.com/Macoron/whisper.unity) +* [ClassifiedConsoleWindow](https://github.com/Goatman1996/ClassifiedConsoleWindow) +* [UnityDropdown](https://github.com/SolidAlloy/UnityDropdown) +* [ObservableCollections](https://github.com/Cysharp/ObservableCollections) +* [UnityTimer](https://github.com/akbiggs/UnityTimer) +* [NETworkManager - A powerful tool for managing networks and troubleshoot network problems](https://github.com/BornToBeRoot/NETworkManager) +* [Jelly-Mesh-System](https://github.com/roundyyy/Jelly-Mesh-System) +* [godot-3d-mannequin](https://github.com/gdquest-demos/godot-3d-mannequin) +* [ReflectionTool-C# Reflection Wrapper Generation & Method Hooking Tools For Unity](https://github.com/kuronekoyang/ReflectionTool/) +* [Fast-Persistent-Dictionary](https://github.com/jgric2/Fast-Persistent-Dictionary/) +* [Kcp-CSharp](https://github.com/Molth/Kcp-CSharp) +* [unity-package - Unity Plugin – Debug, control, and fine-tune your Unity games directly inside the game view](https://github.com/jahro-console/unity-package) +* [H.Pipes - A simple, easy to use, strongly-typed, async wrapper around .NET named pipes](https://github.com/HavenDV/H.Pipes) +* [Dynamic-Parkour-System](https://github.com/knela96/Dynamic-Parkour-System) +* [AppWindowUtility](https://github.com/sator-imaging/AppWindowUtility) +* [Unity-WinForms](https://github.com/Meragon/Unity-WinForms) +* [csv - Fast C# CSV parser](https://github.com/nreco/csv) +* [ParrelSync](https://github.com/VeriorPies/ParrelSync) +* [VYaml - The extra fast, low memory footprint YAML library for C#, focued on .NET and Unity](https://github.com/hadashiA/VYaml) +* [UniWindowController - Makes your Unity window transparent and allows you to drop files](https://github.com/kirurobo/uniwindowcontroller) +* [KuroDynamicAtlas-High performance ASTC dynamic atlas for unity](https://github.com/kuronekoyang/KuroDynamicAtlas) +* [UnsafeStringBuffer - High performance zero allocation string builder (but unsafe)](https://github.com/kuronekoyang/UnsafeStringBuffer) +* [UnsafeArrayBuffer - High performance zero allocation array buffer (but unsafe)](https://github.com/kuronekoyang/UnsafeArrayBuffer) +* [Animation-Instancing](https://github.com/Unity-Technologies/Animation-Instancing) +* [UnityGpuInstancedAnimation](https://github.com/piti6/UnityGpuInstancedAnimation) +* [zlua-An IL2CPP-optimized Lua scripting solution for Unity - faster and more elegant](https://github.com/focus-creative-games/zlua) +* [unity-iso-tools(Make 2.5D isometric game in Unity easy)](https://github.com/BlackMATov/unity-iso-tools) +* [dnlib - Reads and writes .NET assemblies and modules](https://github.com/0xd4d/dnlib) +* [JustDiff - c# xls/xlsx/unity prefab diff view](https://github.com/luxuia/JustDiff) +* [UniInk-CSharpInterpreter4AOT](https://github.com/Arc-huangjingtong/UniInk-CSharpInterpreter4AOT) +* [Jawbone.Sockets - UDP and TCP socket library for game engines](https://github.com/ObviousPiranha/Jawbone.Sockets) +* [AutoUpdater.NET](https://github.com/ravibpatel/AutoUpdater.NET) +* [GodotIK](https://github.com/monxa/GodotIK) +* [AutoUI](https://github.com/Sunnyliumingsheng/AutoUI) +* [ColliderMeshTool](https://github.com/SinlessDevil/ColliderMeshTool) +* [visualyaml - Unity 的 Yaml 差异工具](https://github.com/RamiShehadeh/visualyaml) +* [UnityLibs-libs for unity, memorypool, UIView Code generator, EventSet for event manager, timer wheel, clock, etc](https://github.com/fancyhub/UnityLibs) +* [MotionMatching-Motion Matching implementation for Unity](https://github.com/JLPM22/MotionMatching) +* [UnityMaliCompilerBridge](https://github.com/arcsearoc/UnityMaliCompilerBridge) +* [Unity-UGUIDrawCallAnalyzer](https://github.com/VenusEvans/Unity-UGUIDrawCallAnalyzer?tab=readme-ov-file) +* [pdb2mdb](https://github.com/bodong1987/pdb2mdb) +* [LiteEntitySystem](https://github.com/RevenantX/LiteEntitySystem) +* [SuperSimpleTcp](https://github.com/jchristn/SuperSimpleTcp) +* [ZMFrameWork](https://github.com/ZMteacher/ZMFrameWork) +* [PoolManager- PoolManager is a lightweight and async-compatible object pooling system for Unity](https://github.com/BatuhanKanbur/PoolManager) +* [UnityOctree - A dynamic, loose octree implementation for Unity written in C#](https://github.com/Nition/UnityOctree) +* [centrifuge-csharp -C# client SDK to communicate with Centrifugo and Centrifuge-based server from multiple environments](https://github.com/centrifugal/centrifuge-csharp) +* [UNanite - UNanite is an automatic LOD system intelligence for Unity](https://github.com/treviasxk/UNanite) +* [com.unity.virtualmesh](https://github.com/Unity-Technologies/com.unity.virtualmesh) +* [Unity资源缓存池,用来提前实例化防止运行时卡顿](https://github.com/zhimingliang/GameObjectPool) +* [ADB-Explorer](https://github.com/Alex4SSB/ADB-Explorer) +* [UnityNonConvexMeshColliders - Provides three types of non-convex MeshCollider approximations that work with rigid bodies](https://github.com/JohannHotzel/UnityNonConvexMeshColliders) +* [UABEANext](https://github.com/nesrak1/UABEANext) diff --git a/AI/README.md b/AI/README.md index 555195d21..8a31ca531 100644 --- a/AI/README.md +++ b/AI/README.md @@ -1,5 +1,6 @@ -## 游戏中的人工智能 +## AI相关 +### 游戏AI >* [游戏AI探索之旅——从alphago到moba游戏](https://www.cnblogs.com/qcloud1001/p/9511640.html) >* [游戏AI的生命力源自哪里?为你揭开MOBA AI的秘密!](https://www.cnblogs.com/qcloud1001/p/9214270.html) >* [游戏人工智能开发之6种决策方法](https://www.gameres.com/467913.html) @@ -9,3 +10,127 @@ >* [Skywind Inside](http://www.skywind.me/blog/) >* [Goal Oriented Action Planning for a Smarter AI](https://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793) >* [GOAP](http://alumni.media.mit.edu/~jorkin/goap.html) + +### MCP +>* [Awesome-MCP-ZH(MCP 资源精选, MCP指南)](https://github.com/yzfly/Awesome-MCP-ZH) +>* [unity-mcp](https://github.com/CoplayDev/unity-mcp) +>* [UnityMCP](https://github.com/Arodoid/UnityMCP) +>* [UnrealMCP](https://github.com/kvick-games/UnrealMCP) +>* [awesome-mcp-list](https://github.com/MobinX/awesome-mcp-list) +>* [uLoopMCP](https://github.com/hatayama/uLoopMCP/) +>* [SharpToolsMCP](https://github.com/kooshi/SharpToolsMCP) +>* [mcp-perforce](https://github.com/Cocoon-AI/mcp-perforce) +>* [genai-toolbox - MCP Toolbox for Databases is an open source MCP server for databases](https://github.com/googleapis/genai-toolbox) +>* [15 分钟内构建你的第一个 MCP 服务器](https://mp.weixin.qq.com/s/GHWDnIgJv0IoMiPLFrbFrA) +>* [Build Your First MCP Server in 15 Minutes](https://medium.com/data-science-collective/build-your-first-mcp-server-in-15-minutes-complete-code-d63f85c0ce79) +>* [Unreal_mcp](https://github.com/ChiR24/Unreal_mcp) +>* [mcp-go](https://github.com/mark3labs/mcp-go) + +### Skill +>* [nuwa-skill 你想蒸馏的下一个员工,何必是同事。蒸馏任何人的思维方式——心智模型、决策启发式、表达DNA](https://github.com/alchaincyf/nuwa-skill) +>* [superpowers - Claude Code superpowers: core skills library](https://github.com/obra/superpowers) +>* [awesome-agent-skills - Agent Skills 权威中文指南:快速入门、推荐技能、最新资讯与实战案例](https://github.com/libukai/awesome-agent-skills?tab=readme-ov-file) +>* [awesome-claude-skills](https://github.com/ComposioHQ/awesome-claude-skills) +>* [awesome-claude-skills (The awesome collection of Claude Skills and resources)](https://github.com/VoltAgent/awesome-claude-skills) +>* [antigravity-awesome-skills](https://github.com/sickn33/antigravity-awesome-skills) +>* [playwright-skill - Claude Code Skill for browser automation with Playwright](https://github.com/lackeyjb/playwright-skill) +>* [graphify - AI coding assistant skill](https://github.com/safishamsi/graphify/tree/v3) +>* [obsidian-skills](https://github.com/kepano/obsidian-skills) +>* [Anthropic-Cybersecurity-Skills](https://github.com/mukul975/Anthropic-Cybersecurity-Skills) + +### CLI +>* [teamcity-cli](https://github.com/JetBrains/teamcity-cli#) +>* [copilot-cli](https://github.com/github/copilot-cli) + +### Memory +>* [mem0 -Universal memory layer for AI Agents](https://github.com/mem0ai/mem0#) + +### RAG +>* [🔍大模型应用开发实战一:RAG技术全栈指南](https://github.com/datawhalechina/all-in-rag) + +### Coding AI Assistant +>* [cline](https://github.com/cline/cline) +>* [MonkeyCode - 企业级 AI 编程助手](https://github.com/chaitin/MonkeyCode?tab=readme-ov-file) +>* [XCodeReviewer - 基于大语言模型(LLM)的智能审计工具](https://github.com/lintsinghua/XCodeReviewer) +>* [opencode - The open source coding agent](https://github.com/anomalyco/opencode) +>* [cherry-studio](https://github.com/CherryHQ/cherry-studio) +>* [AionUi - Free, local, open-source 24/7 Cowork and OpenClaw](https://github.com/iOfficeAI/AionUi/tree/main) +>* [awesome-copilot](https://github.com/github/awesome-copilot) + +### AIGC +>* [ComfyUI](https://github.com/Comfy-Org/ComfyUI) +>* [ComfyUI-Desktop](https://github.com/Comfy-Org/desktop) +>* [stable-diffusion.cpp](https://github.com/leejet/stable-diffusion.cpp) +>* [aimangastudio - 一个利用 AI 制作漫画的工具,支持脚本创作、分镜设计和角色风格控制](https://github.com/morsoli/aimangastudio) +>* [RedInk - 基于🍌Nano Banana Pro🍌 的一站式小红书图文生成器](https://github.com/HisMax/RedInk) +>* [Wan2GP - A fast AI Video Generator for the GPU Poor](https://github.com/deepbeepmeep/Wan2GP) +>* [json-render (AI → JSON → UI)](https://github.com/vercel-labs/json-render) +>* [ui-ux-pro-max-skill](https://github.com/nextlevelbuilder/ui-ux-pro-max-skill) +>* [Toonflow-app 是一款 AI 短剧漫剧工具,能够利用 AI 技术将小说自动转化为剧本,并结合 AI 生成的图片和视频](https://github.com/HBAI-Ltd/Toonflow-app) +>* [JJYB_AI_VideoAutoCut- 智能视频自动剪辑与AI解说工具(离线TTS、原创解说、混剪、AI配音)](https://github.com/jianjieyiban/JJYB_AI_VideoAutoCut) +>* [Pixelle-Video AI 全自动短视频引擎](https://github.com/AIDC-AI/Pixelle-Video) +>* [VideoCaptioner - 🎬 卡卡字幕助手 | VideoCaptioner - 基于 LLM 的智能字幕助手](https://github.com/WEIFENG2333/VideoCaptioner) +>* [awesome-seedance](https://github.com/ZeroLu/awesome-seedance) +>* [NovelForge - AI辅助长篇小说创作,卡片式创作](https://github.com/RhythmicWave/NovelForge) +>* [Seedance2-Storyboard-Generator](https://github.com/liangdabiao/Seedance2-Storyboard-Generator) +>* [awesome-seedance](https://github.com/ZeroLu/awesome-seedance/) +>* [awesome-gpt-image-2 Prompt as Code | GPT-Image2 工业级提示词引擎与模板库,370+ 个案例逆向工程,20+ 套工业级模板](https://github.com/freestylefly/awesome-gpt-image-2) + +### AI friend +>* [xiaozhi-esp32 小智 AI 聊天机器人](https://github.com/78/xiaozhi-esp32) +>* [AstrBot-✨ 一站式 LLM 聊天机器人平台及开发框架](https://github.com/AstrBotDevs/AstrBot) + +### Prompt +>* [Quick Prompt ✨ 提示词管理与快速输入浏览器扩展](https://github.com/wenyuanw/quick-prompt) +>* [prompt-optimizer](https://github.com/linshenkx/prompt-optimizer) + +### Knowledge +>* [从 Prompt 到 Context:基于 1400+ 论文的 Context Engineering 系统综述](https://mp.weixin.qq.com/s/G5BUoM12vu2dWfxzIrAcfg) +>* [Awesome-Context-Engineering](https://github.com/Meirtz/Awesome-Context-Engineering) +>* [Awesome-AGI AGI资料汇总学习(主要包括LLM和AIGC)](https://github.com/ArronAI007/Awesome-AGI) +>* [hello-agents 📚 《从零开始构建智能体》——从零开始的智能体原理与实践教程](https://github.com/datawhalechina/hello-agents) + +### LLM +>* [LLM-RL-Visualized 🌟100+ 原创 LLM / RL 原理图📚,《大模型算法》作者巨献](https://github.com/changyeyu/LLM-RL-Visualized) +>* [HY-Motion-1.0 腾讯混元](https://github.com/Tencent-Hunyuan/HY-Motion-1.0) +>* [ACE-Step-1.5 The most powerful local music generation model that outperforms most commercial alternatives](https://github.com/ace-step/ACE-Step-1.5) + +### Workflow +>* [claude-flow](https://github.com/ruvnet/claude-flow) +>* [C2C - The official code implementation for "Cache-to-Cache: Direct Semantic Communication Between Large Language Models"](https://github.com/thu-nics/C2C) +>* [langgraph - Build resilient language agents as graphs](https://github.com/langchain-ai/langgraph) +>* [langchaingo - LangChain for Go, the easiest way to write LLM-based programs in Go](https://github.com/tmc/langchaingo) + +### Text-to-Speech +>* [Frontier Open-Source Text-to-Speech](https://github.com/microsoft/VibeVoice) + +### Agent +>* [500-AI-Agents-Projects](https://github.com/ashishpatel26/500-AI-Agents-Projects) +>* [openclaw - Your own personal AI assistant. Any OS. Any Platform. The lobster way. 🦞](https://github.com/openclaw/openclaw) +>* [hermes-agent The agent that grows with you](https://github.com/NousResearch/hermes-agent) +>* [BettaFish - 微舆:人人可用的多Agent舆情分析助手,打破信息茧房,还原舆情原貌,预测未来走向,辅助决策!从0实现,不依赖任何框架](https://github.com/666ghj/BettaFish) +>* [🎯 告别信息过载,AI 助你看懂新闻资讯热点,简单的舆情监控分析](https://github.com/sansan0/TrendRadar) +>* [trae-agent Trae Agent is an LLM-based agent for general purpose software engineering tasks](https://github.com/bytedance/trae-agent) +>* [A2UI - Agent-to-User Interface](https://github.com/google/A2UI?tab=readme-ov-file) +>* [daily_stock_analysis - LLM驱动的 A 股智能分析器](https://github.com/ZhuLinsen/daily_stock_analysis) +>* [eigent - The Open Source Cowork Desktop to Unlock Your Exceptional Productivity](https://github.com/eigent-ai/eigent) +>* [BMAD-METHOD - Breakthrough Method for Agile Ai Driven Development](https://github.com/bmad-code-org/BMAD-METHOD) +>* [hello-agents 📚 《从零开始构建智能体》——从零开始的智能体原理与实践教程](https://github.com/datawhalechina/hello-agents) +>* [camel - The first and the best multi-agent framework. Finding the Scaling Law of Agents](https://github.com/camel-ai/camel) +>* [agent-framework - A framework for building, orchestrating and deploying AI agents and multi-agent workflows with support for Python and .NET](https://github.com/microsoft/agent-framework) +>* [Locus-The open source Unity Dev Agent](https://github.com/r1n7aro/Locus) + +### Document +>* [Cursor Tutorial](https://cursor.com/cn/learn/how-ai-models-work) +>* [使用 Agent 编码的最佳实践](https://cursor.com/cn/blog/agent-best-practices) +>* [Building effective agents](https://www.anthropic.com/engineering/building-effective-agents) +>* [Claude Code Doc](https://code.claude.com/docs/zh-CN/overview) +>* [claude-code-guide (Setup, Commands, workflows, agents, skills & tips-n-tricks go from beginner to power user)](https://github.com/zebbern/claude-code-guide) + +### Service +>* [claude-relay-service - CRS-自建Claude Code镜像](https://github.com/Wei-Shaw/claude-relay-service) + +### Misc +>* [MinerU - Transforms complex documents like PDFs into LLM-ready markdown/JSON for your Agentic workflows](https://github.com/opendatalab/MinerU) +>* [chinese-llm-benchmark](https://github.com/jeinlee1991/chinese-llm-benchmark) +>* [docutranslate - 文档(小说、论文、字幕)翻译工具](https://github.com/xunbu/docutranslate) diff --git a/ARTraining/ChuYinAR/Assembly-CSharp-Editor.csproj b/ARTraining/ChuYinAR/Assembly-CSharp-Editor.csproj deleted file mode 100644 index 2c957208c..000000000 --- a/ARTraining/ChuYinAR/Assembly-CSharp-Editor.csproj +++ /dev/null @@ -1,148 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - - {69B1B49A-A1DC-02C1-C362-3EE6B1ACD93A} - Library - Properties - Assembly-CSharp-Editor - v3.5 - 512 - Assets - - - true - full - false - Temp\bin\Debug\ - DEBUG;TRACE;UNITY_5_2_1;UNITY_5_2;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_REFLECTION_BUFFERS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYADS_RUNTIME;UNITY_UNITYADS_API;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;VUFORIA_ANDROID_SETTINGS;ENABLE_DUCK_TYPING - 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- - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar b/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar deleted file mode 100644 index bd77b0269..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar b/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar deleted file mode 100644 index 7bc6cda3d..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so deleted file mode 100644 index f54c8d499..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so deleted file mode 100644 index 1c5390262..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so deleted file mode 100644 index 64907d832..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java deleted file mode 100644 index ab8cdd736..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java +++ /dev/null @@ -1,40 +0,0 @@ -/*============================================================================ -Copyright (c) 2016 PTC Inc. All Rights Reseverd -Copyright (c) 2010-2011 Qualcomm Connected Experiences, Inc. -============================================================================*/ - -package com.vuforia.VuforiaUnityPlayer; - -import android.util.Log; - -/** DebugLog is a support class for the Vuforia samples applications. - * - * Exposes functionality for logging. - * - * */ -public class DebugLog -{ - private static final String LOGTAG = "Vuforia"; - - /** Logging functions to generate ADB logcat messages. */ - - public static final void LOGE(String nMessage) - { - Log.e(LOGTAG, nMessage); - } - - public static final void LOGW(String nMessage) - { - Log.w(LOGTAG, nMessage); - } - - public static final void LOGD(String nMessage) - { - Log.d(LOGTAG, nMessage); - } - - public static final void LOGI(String nMessage) - { - Log.i(LOGTAG, nMessage); - } -} diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java deleted file mode 100644 index 18ad28a49..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java +++ /dev/null @@ -1,75 +0,0 @@ -/*============================================================================ -Copyright (c) 2016 PTC Inc. All Rights Reseverd -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -============================================================================*/ - - -package com.vuforia.VuforiaUnityPlayer; - -import android.app.Activity; -import android.content.Context; -import android.content.pm.ActivityInfo; -import android.content.res.Configuration; -import android.os.Build; -import android.util.DisplayMetrics; -import android.view.Display; -import android.view.Surface; -import android.view.WindowManager; - -/* On some devices specific orientations are not supported if "autorotation" is not enabled in the screen settings. - * Unity will still report the unsupported orientation at runtime via Screen.orientation, which will lead to inconsitencies - * in video background rendering. Querying the actual orientation from the Activity resolves the problem. -**/ -public class OrientationUtility -{ - // The values here need to match those in Tracker.h - static final int SCREEN_ORIENTATION_UNKNOWN = 0; - static final int SCREEN_ORIENTATION_PORTRAIT = 1; - static final int SCREEN_ORIENTATION_PORTRAITUPSIDEDOWN = 2; - static final int SCREEN_ORIENTATION_LANDSCAPELEFT = 3; - static final int SCREEN_ORIENTATION_LANDSCAPERIGHT = 4; - - public static int getSurfaceOrientation(Activity activity) - { - - // Sanity check: - if (activity == null) - { - return -1; // invalid value - } - - Configuration config = activity.getResources().getConfiguration(); - Display display = ((WindowManager)activity.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay(); - - int displayRotation; - if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.FROYO) - { - displayRotation = display.getRotation(); // only available from Froyo - } - else - { - displayRotation = display.getOrientation(); - } - - int activityOrientation = SCREEN_ORIENTATION_UNKNOWN; - - switch (config.orientation) - { - case Configuration.ORIENTATION_PORTRAIT: - case Configuration.ORIENTATION_SQUARE: - activityOrientation = ( (displayRotation == Surface.ROTATION_0 || displayRotation == Surface.ROTATION_270) ? SCREEN_ORIENTATION_PORTRAIT : SCREEN_ORIENTATION_PORTRAITUPSIDEDOWN ); - break; - - case Configuration.ORIENTATION_LANDSCAPE: - activityOrientation = ( (displayRotation == Surface.ROTATION_0 || displayRotation == Surface.ROTATION_90) ? SCREEN_ORIENTATION_LANDSCAPELEFT : SCREEN_ORIENTATION_LANDSCAPERIGHT); - break; - - case Configuration.ORIENTATION_UNDEFINED: - default: - break; - } - - return activityOrientation; - } - -} diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java deleted file mode 100644 index 074410deb..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java +++ /dev/null @@ -1,114 +0,0 @@ -/*============================================================================ -Copyright (c) 2016 PTC Inc. All Rights Reserved -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -============================================================================*/ - - -package com.vuforia.VuforiaUnityPlayer; - -import android.app.Activity; -import android.content.Context; -import android.content.pm.ActivityInfo; -import android.content.res.Configuration; -import android.os.Build; -import android.util.DisplayMetrics; -import android.view.Display; -import android.view.Surface; -import android.view.WindowManager; - -import com.vuforia.Vuforia; - -/* This class is responsible for initializing and deinitializting Vuforia from Java. -* The initVuforia and deinitVuforia methods are invoked from C# -**/ -public class VuforiaInitializer -{ - // Name of the native dynamic libraries to load: - private static final String NATIVE_LIB_UNITYPLAYER = "VuforiaUnityPlayer"; - private static final String NATIVE_LIB_VUFORIAWRAPPER = "VuforiaWrapper"; - private static final String NATIVE_LIB_VUFORIA = "Vuforia"; - - /** Native platform initialization prior to Vuforia initialization */ - private static native void initPlatformNative(); - - /** Load native libraries stored in "libs/armeabi*" */ - public static void loadNativeLibraries() - { - loadLibrary(NATIVE_LIB_VUFORIA); - loadLibrary(NATIVE_LIB_VUFORIAWRAPPER); - loadLibrary(NATIVE_LIB_UNITYPLAYER); - } - - // initializes platform specific aspects of Vuforia. - public static void initPlatform() - { - // Carry out native platform initialization: - initPlatformNative(); - } - - - // initializes Vuforia. This is a blocking call that is invoked from c# - Unity will prevent an ANR. - public static int initVuforia(Activity activity, String licenseKey) - { - DebugLog.LOGD("Initializing Vuforia..."); - - // Always set GLES 2.0 - GLES 1.x is no longer supported. - Vuforia.setInitParameters(activity, Vuforia.GL_20, licenseKey); - - // Set the software environment type hint to 'UNITY_SOFTWARE_ENVIRONMENT': - Vuforia.setHint(0xCCCCC000, 0x001AAAAA); - - // SDK Wrapper type hint, Unity and wrapper version are set from QCARWrapper.cpp - - int progressValue = -1; - - do - { - // Vuforia.init() blocks until an initialization step is complete, - // then it proceeds to the next step and reports progress in - // percents (0 ... 100%) - // If Vuforia.init() returns -1, it indicates an error. - // Initialization is done when progress has reached 100%. - progressValue = Vuforia.init(); - - // We check whether the task has been canceled in the meantime - // (by calling AsyncTask.cancel(true)) - // and bail out if it has, thus stopping this thread. - // This is necessary as the AsyncTask will run to completion - // regardless of the status of the component that started is. - } while (progressValue >= 0 && progressValue < 100); - - if (progressValue < 0) - { - DebugLog.LOGE("Vuforia initialization failed"); - - return progressValue; - } - - return 0; - } - - - /** A helper for loading native libraries stored in "libs/armeabi*". */ - private static boolean loadLibrary(String nLibName) - { - try - { - System.loadLibrary(nLibName); - //DebugLog.LOGI("Native library lib" + nLibName + ".so loaded"); - return true; - } - catch (UnsatisfiedLinkError ulee) - { - DebugLog.LOGE("The library lib" + nLibName + - ".so could not be loaded: " + ulee.toString()); - } - catch (SecurityException se) - { - DebugLog.LOGE("The library lib" + nLibName + - ".so was not allowed to be loaded"); - } - - return false; - } -} diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js b/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js deleted file mode 100644 index a22dad4c7..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js +++ /dev/null @@ -1,21 +0,0 @@ -import System.IO.File; -import System.IO.Stream; -import ICSharpCode.SharpZipLib.Core; -import ICSharpCode.SharpZipLib.Zip; - -// this script unzips a container at a given path and returns a input stream to a given file in this container -public static function Unzip(path : String, fileName : String) -{ - var fileStream = OpenRead(path); - var zipFile = new ZipFile(fileStream); - - for (var zipEntry : ZipEntry in zipFile) - { - if (zipEntry.Name == fileName) - { - return zipFile.GetInputStream(zipEntry); - } - } - - return; -} diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist deleted file mode 100644 index 9ac9318ed..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist +++ /dev/null @@ -1,64 +0,0 @@ - - - - - BuildMachineOSBuild - 14F27 - CFBundleDevelopmentRegion - English - CFBundleExecutable - VuforiaWrapper - CFBundleIdentifier - com.qualcomm.qcar.testapps.VuforiaWrapper - CFBundleInfoDictionaryVersion - 6.0 - CFBundleName - VuforiaWrapper - CFBundlePackageType - BNDL - CFBundleShortVersionString - 1.0 - CFBundleSignature - ???? - CFBundleSupportedPlatforms - - MacOSX - - CFBundleVersion - 1 - CFPlugInDynamicRegisterFunction - - CFPlugInDynamicRegistration - NO - CFPlugInFactories - - 00000000-0000-0000-0000-000000000000 - MyFactoryFunction - - CFPlugInTypes - - 00000000-0000-0000-0000-000000000000 - - 00000000-0000-0000-0000-000000000000 - - - CFPlugInUnloadFunction - - DTCompiler - com.apple.compilers.llvm.clang.1_0 - DTPlatformBuild - 7C68 - DTPlatformVersion - GM - DTSDKBuild - 15C43 - DTSDKName - macosx10.11 - DTXcode - 0720 - DTXcodeBuild - 7C68 - NSHumanReadableCopyright - Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. All Rights Reserved. Proprietary - Qualcomm Connected Experiences, Inc. - - diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper deleted file mode 100644 index 1fac2d113..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature deleted file mode 100644 index 9c64309c0..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature +++ /dev/null @@ -1 +0,0 @@ -sx!dg0-9Ļ"!6Uj챿l/Ձx)1HaΎlW͕j̠8i@kDCC\k9phN8ȿP]v]e_^op4NzZƯew \ No newline at end of file diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings deleted file mode 100644 index 5e45963c3..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll deleted file mode 100644 index 620ccf4b6..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll deleted file mode 100644 index 9f3878f48..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll deleted file mode 100644 index ddd690ef6..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll deleted file mode 100644 index 9cdafe69f..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm deleted file mode 100644 index a584d2f73..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm +++ /dev/null @@ -1,42 +0,0 @@ -/*============================================================================ -Copyright (c) 2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -============================================================================*/ - -#import "UnityAppController.h" -#import "VuforiaRenderDelegate.h" - - -// Unity native rendering callback plugin mechanism is only supported -// from version 4.5 onwards -#if UNITY_VERSION>434 - -// Exported methods for native rendering callback -extern "C" void VuforiaSetGraphicsDevice(void* device, int deviceType, int eventType); -extern "C" void VuforiaRenderEvent(int marker); - -#endif - -// Controller to support native rendering callback -@interface VuforiaNativeRendererController : UnityAppController -{ -} -- (void)shouldAttachRenderDelegate; -@end - -@implementation VuforiaNativeRendererController - -- (void)shouldAttachRenderDelegate -{ - self.renderDelegate = [[VuforiaRenderDelegate alloc] init]; - -// Unity native rendering callback plugin mechanism is only supported -// from version 4.5 onwards -#if UNITY_VERSION>434 - UnityRegisterRenderingPlugin(&VuforiaSetGraphicsDevice, &VuforiaRenderEvent); -#endif -} -@end - - -IMPL_APP_CONTROLLER_SUBCLASS(VuforiaNativeRendererController) \ No newline at end of file diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h deleted file mode 100644 index 088bc3d69..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h +++ /dev/null @@ -1,11 +0,0 @@ -/*============================================================================ -Copyright (c) 2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -============================================================================*/ - - -#import "PluginBase/RenderPluginDelegate.h" - -// Controller to support native rendering callback -@interface VuforiaRenderDelegate : NSObject -@end \ No newline at end of file diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm deleted file mode 100644 index a5a686793..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm +++ /dev/null @@ -1,22 +0,0 @@ -/*============================================================================ -Copyright (c) 2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -============================================================================*/ - - -#import "VuforiaRenderDelegate.h" - -// Exported methods for setting surface recreated flag -extern "C" void setSurfaceRecreated(); - -@implementation VuforiaRenderDelegate - -- (void)mainDisplayInited:(struct UnityRenderingSurface*)surface -{ -} - -- (void)onAfterMainDisplaySurfaceRecreate -{ - setSurfaceRecreated(); -} -@end diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h deleted file mode 100644 index 2201365c7..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h +++ /dev/null @@ -1,20 +0,0 @@ -/*============================================================================ -Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -============================================================================*/ - - -#ifdef __cplusplus -extern "C" -{ -#endif - - int getRotationFlag(int screenOrientation); - void setPlatFormNative(); - int initQCARiOS(int graphicsAPI, int ScreenOrientation, const char* licenseKey); - void setSurfaceOrientationiOS(int orientation); - -#ifdef __cplusplus -} -#endif \ No newline at end of file diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a b/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a deleted file mode 100644 index f2e9a6ca3..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll deleted file mode 100644 index ecb21d6c5..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp deleted file mode 100644 index fc3bf5796..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib deleted file mode 100644 index 88275e62b..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll deleted file mode 100644 index cafa08a62..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp deleted file mode 100644 index 9166eda64..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib deleted file mode 100644 index 46178d69d..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat b/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat deleted file mode 100644 index 3a9f2b823..000000000 Binary files a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml b/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml deleted file mode 100644 index 0569ae4ee..000000000 --- a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml +++ /dev/null @@ -1,9 +0,0 @@ - - - - - - - - - diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat deleted file mode 100644 index 390af5294..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat +++ /dev/null @@ -1,44 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!21 &2100000 -Material: - serializedVersion: 3 - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_Name: framemarker_sample - m_Shader: {fileID: 7, guid: 0000000000000000e000000000000000, type: 0} - m_SavedProperties: - serializedVersion: 2 - m_TexEnvs: - data: - first: - name: _MainTex - second: - m_Texture: {fileID: 2800000, guid: 576784faa64e74d1582fd26998e51a03, type: 1} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _BumpMap - second: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - m_Floats: - data: - first: - name: _Shininess - second: .078125 - m_Colors: - data: - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - data: - first: - name: _SpecColor - second: {r: .5, g: .5, b: .5, a: 1} ---- !u!1002 &2100001 -EditorExtensionImpl: - serializedVersion: 6 diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip deleted file mode 100644 index f7aca7374..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png deleted file mode 100644 index 8ec5fe54c..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs deleted file mode 100644 index 110b26dff..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs +++ /dev/null @@ -1,26 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.IO; -using UnityEditor; - -namespace Vuforia.EditorClasses -{ - /// - /// Small utility class to create an instance of the VuforiaBehaviourComponentFactory in the editor before anything is initialized. - /// - [InitializeOnLoad] - public class ComponentFactoryStarter - { - /// - /// register an instance of the VuforiaBehaviourComponentFactory class at the singleton immediately - /// - static ComponentFactoryStarter() - { - BehaviourComponentFactory.Instance = new VuforiaBehaviourComponentFactory(); - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs deleted file mode 100644 index 1b5c6c788..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs +++ /dev/null @@ -1,138 +0,0 @@ -/*============================================================================== -Copyright (c) 2015-2016 PTC Inc. All Rights Reserved. - -Copyright (c) 2015 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. - -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -==============================================================================*/ - -using UnityEngine; -using UnityEditor; - -namespace Vuforia.EditorClasses -{ - [InitializeOnLoad] - public static class ExtensionImport - { - private static readonly string VUFORIA_ANDROID_SETTINGS = "VUFORIA_ANDROID_SETTINGS"; - private static readonly string VUFORIA_IOS_SETTINGS = "VUFORIA_IOS_SETTINGS"; - private static readonly string VUFORIA_WSA_SETTINGS = "VUFORIA_WSA_SETTINGS"; - - static ExtensionImport() - { - EditorApplication.update += UpdatePluginSettings; - EditorApplication.update += UpdatePlayerSettings; - } - - static void UpdatePluginSettings() - { - // Unregister callback (executed only once) - EditorApplication.update -= UpdatePluginSettings; - - PluginImporter[] importers = PluginImporter.GetAllImporters(); - foreach (var imp in importers) - { - string pluginPath = imp.assetPath; - bool isVuforiaWrapperPlugin = - pluginPath.EndsWith("QCARWrapper.dll") || pluginPath.EndsWith("VuforiaWrapper.dll") || - pluginPath.EndsWith("QCARWrapper.bundle") || pluginPath.EndsWith("VuforiaWrapper.bundle"); - if (isVuforiaWrapperPlugin && imp.GetCompatibleWithAnyPlatform()) - { - Debug.Log("Setting platform to 'Editor' for plugin: " + pluginPath); - imp.SetCompatibleWithAnyPlatform(false); - imp.SetCompatibleWithEditor(true); - } - } - } - - static void UpdatePlayerSettings() - { - // Unregister callback (executed only once) - EditorApplication.update -= UpdatePlayerSettings; - - BuildTargetGroup androidBuildTarget = BuildTargetGroup.Android; - BuildTargetGroup iOSBuildTarget = BuildTargetGroup.iOS; - BuildTargetGroup wsaBuildTarget = BuildTargetGroup.WSA; - - string androidSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(androidBuildTarget); - androidSymbols = androidSymbols ?? ""; - if (!androidSymbols.Contains(VUFORIA_ANDROID_SETTINGS)) - { - if (PlayerSettings.Android.targetDevice != AndroidTargetDevice.ARMv7) - { - Debug.Log("Setting Android target device to ARMv7"); - PlayerSettings.Android.targetDevice = AndroidTargetDevice.ARMv7; - } - - if (PlayerSettings.Android.androidTVCompatibility) - { - // Disable Android TV compatibility, as this is not compatible with - // portrait, portrait-upside-down and landscape-right orientations. - Debug.Log("Disabling Android TV compatibility."); - PlayerSettings.Android.androidTVCompatibility = false; - } - -#if !UNITY_5_0 // UNITY_5_1 and newer - Debug.Log("Setting Android Graphics API to OpenGL ES 2.0."); - PlayerSettings.SetGraphicsAPIs( - BuildTarget.Android, - new UnityEngine.Rendering.GraphicsDeviceType[]{UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2}); -#endif - // Here we set the scripting define symbols for Android - // so we can remember that the settings were set once. - PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, - androidSymbols + ";" + VUFORIA_ANDROID_SETTINGS); - } - - string iOSSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(iOSBuildTarget); - iOSSymbols = iOSSymbols ?? ""; - if (!iOSSymbols.Contains(VUFORIA_IOS_SETTINGS)) - { -#if INCLUDE_IL2CPP - int scriptingBackend = 0; - if (PlayerSettings.GetPropertyOptionalInt("ScriptingBackend", ref scriptingBackend, iOSBuildTarget)) - { - if (scriptingBackend != (int)ScriptingImplementation.IL2CPP) - { - Debug.Log("Setting iOS scripting backend to IL2CPP to enable 64bit support."); - PlayerSettings.SetPropertyInt("ScriptingBackend", (int)ScriptingImplementation.IL2CPP, iOSBuildTarget); - } - } - else - { - Debug.LogWarning("ScriptinBackend property not available for iOS; perhaps the iOS Build Support component was not installed"); - } -#endif //INCLUDE_IL2CPP - - // Here we set the scripting define symbols for IOS - // so we can remember that the settings were set once. - PlayerSettings.SetScriptingDefineSymbolsForGroup(iOSBuildTarget, - iOSSymbols + ";" + VUFORIA_IOS_SETTINGS); - } - - string wsaSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(wsaBuildTarget); - wsaSymbols = wsaSymbols ?? ""; - if (!wsaSymbols.Contains(VUFORIA_WSA_SETTINGS)) - { - // The Windows SDK we want to use is "Universal 10" - EditorUserBuildSettings.wsaSDK = WSASDK.UWP; - - // We want to use the Webcam (obviously); to acheive this, UWP forces us to also require access - // to the microphone (which is not so obvious) - PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.WebCam, true); - PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.Microphone, true); - - // Vuforia SDK for UWP now also requires InternetClient Access - PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.InternetClient, true); - - // Here we set the scripting define symbols for WSA - // so we can remember that the settings were set once. - PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.WSA, - wsaSymbols + ";" + VUFORIA_WSA_SETTINGS); - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs deleted file mode 100644 index dc3955158..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs +++ /dev/null @@ -1,372 +0,0 @@ -/*============================================================================== -Copyright (c) 2015-2016 PTC Inc. All Rights Reserved. Confidential and Proprietary - -Protected under copyright and other laws. -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -==============================================================================*/ - - -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using UnityEditor; -using UnityEditor.Callbacks; -using UnityEngine; - -namespace Vuforia.EditorClasses -{ - /// - /// Purpose of this post build script is to post process the project.pbxproj file - /// generated by Unity to add any additional Libraries, Frameworks or build paths - /// needed to build a QCAR app then add calls to the QCAR library into the Unity - /// generated C code - /// - class PostProcessBuildPlayer - { - #region NESTED - - private class Framework - { - public Framework(string name, string id, string fileRefId) - { - Name = name; - Id = id; - FileRefId = fileRefId; - } - - public readonly string Name; - public readonly string Id; - public readonly string FileRefId; - } - - private class ResFile : Framework - { - public ResFile(string name, string id, string fileRefId, string lastKnownType) - : base(name, id, fileRefId) - { - LastKnownType = lastKnownType; - } - - public readonly string LastKnownType; - } - - #endregion // NESTED - - - - #region PRIVATE_MEMBER_VARIABLES - - // These ids have been generated by creating a project using Xcode then - // extracting the values from the generated project.pbxproj. The format of this - // file is not documented by Apple so the correct algorithm for generating these - // ids is unknown - - private const string AVFOUNDATION_ID = "CCE8C2AB135C7CDD000D8035"; - private const string AVFOUNDATION_FILEREFID = "CCE8C2AA135C7CDD000D8035"; - - private const string COREVIDEO_ID = "CC375CE01316C2C5004F0FDD"; - private const string COREVIDEO_FILEREFID = "CC375CDF1316C2C5004F0FDD"; - - private const string COREMEDIA_ID = "CC375CE51316C2D3004F0FDD"; - private const string COREMEDIA_FILEREFID = "CC375CE41316C2D3004F0FDD"; - - private const string SECURITY_ID = "CCE8C2BA135C7EA3000D8035"; - private const string SECURITY_FILEREFID = "CCE8C2B9135C7EA3000D8035"; - - private const string QCARDIR_ID = "CC9FCA1D1445D76E004F4DC3"; - private const string QCARDIR_FILEREFID = "CC9FCA171445D76E004F4DC3"; - - private const string VUFORIADIR_ID = "8C4ECDDD1C5F637A0070D641"; - private const string VUFORIADIR_FILEREFID = "8C4ECDDC1C5F637A0070D641"; - - - // List of all the frameworks to be added to the project - private static readonly Framework[] _frameworks = new[] - { - new Framework("AVFoundation.framework", AVFOUNDATION_ID, AVFOUNDATION_FILEREFID), - new Framework("CoreMedia.framework", COREMEDIA_ID, COREMEDIA_FILEREFID), - new Framework("CoreVideo.framework", COREVIDEO_ID, COREVIDEO_FILEREFID), - new Framework("Security.framework", SECURITY_ID, SECURITY_FILEREFID), - }; - - private static readonly ResFile[] _resFiles = new[] - { - new ResFile("QCAR", QCARDIR_ID, QCARDIR_FILEREFID, "folder"), - new ResFile("Vuforia", VUFORIADIR_ID, VUFORIADIR_FILEREFID, "folder"), - }; - - #endregion // PRIVATE_MEMBER_VARIABLES - - - - #region PRIVATE_METHODS - - private static void AddBuildFile(StreamWriter pbxProj, Framework framework) - { - var subsection = "Resources"; - if (framework.Name.EndsWith("framework")) - subsection = "Frameworks"; - Debug.Log("Adding build file " + framework.Name); - - - pbxProj.WriteLine("\t\t" + framework.Id + " /* " + framework.Name + " in " + subsection + - " */ = {isa = PBXBuildFile; fileRef = " + framework.FileRefId + " /* " + framework.Name + - " */; };"); - - } - - private static void AddResFileReference(StreamWriter pbxProj, ResFile resfile) - { - Debug.Log("Adding data file reference " + resfile.Name); - - var id = resfile.FileRefId; - var lastKnownFileType = resfile.LastKnownType; - var name = resfile.Name; - - pbxProj.WriteLine("\t\t" + id + " /* " + name + - " */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = " + - lastKnownFileType + "; name = " + name + "; path = Data/Raw/" + name + - "; sourceTree = SOURCE_ROOT; };"); - } - - private static void AddFrameworkFileReference(StreamWriter pbxProj, Framework framework) - { - var id = framework.FileRefId; - var name = framework.Name; - - Debug.Log("Adding framework file reference " + name); - pbxProj.WriteLine("\t\t" + id + " /* " + name + - " */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = " + name + - "; path = System/Library/Frameworks/" + name + "; sourceTree = SDKROOT; };"); - } - - private static void AddFrameworksBuildPhase(StreamWriter pbxProj, Framework framework) - { - var id = framework.Id; - var name = framework.Name; - Debug.Log("Adding build phase " + name); - pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " in Frameworks */,"); - } - - private static void AddResourcesBuildPhase(StreamWriter pbxProj, ResFile resfile) - { - var id = resfile.Id; - var name = resfile.Name; - Debug.Log("Adding build phase " + name); - pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " in Resources */,"); - } - - private static void AddGroup(StreamWriter pbxProj, Framework framework) - { - var id = framework.FileRefId; - var name = framework.Name; - Debug.Log("Add group " + name); - pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " */,"); - } - - private static string[] ReadExistingFiles(string[] lines) - { - var beginPbxbuildfileSection = false; - var existingFiles = new List(); - - int i = 0; - var line = lines[i]; - while (line.Length < 6 || line.Substring(3, 3) != "End") - { - if(!beginPbxbuildfileSection) - beginPbxbuildfileSection = line.Length > 3 && line.Substring(3).StartsWith("Begin PBXBuildFile"); - else - existingFiles.Add(line.Split(new char[0], StringSplitOptions.RemoveEmptyEntries)[2]); - i = i + 1; - line = lines[i]; - } - - return existingFiles.ToArray(); - } - - - /// - /// Processes the given xcode project to add or change the supplied parameters - /// - /// filename of the Xcode project to change - /// list of Apple standard frameworks to add to the project - /// list resource files added to the project - private static void ProcessPbxProj(string xCodeProjFileName, Framework[] frameworks, ResFile[] resFiles) - { - // Open up the file generated by Unity and read into memory as a list of lines for processing - var pbxprojFilename = Path.Combine(xCodeProjFileName, "project.pbxproj"); - var lines = File.ReadAllLines(pbxprojFilename); - - - // Work out which of the resfiles exist and remove them if they don't, this - // There may not be a qcar resource folder if no targets are used - var newResFiles = new List(); - foreach (var rf in resFiles) - if (Directory.Exists(Path.Combine(xCodeProjFileName, "../Data/Raw/" + rf.Name))) - { - newResFiles.Add(rf); - } - resFiles = newResFiles.ToArray(); - - // Next open up an empty project.pbxproj for writing and iterate over the old - // file copying the original file and inserting anything extra we need - var pbxproj = File.CreateText(pbxprojFilename); - - // As we iterate through the list we'll record which section of the - // project.pbxproj we are currently in - var section = ""; - - // We use these booleans to decide whether we have already added the list of - // build files to the link line. This is needed because there could be multiple - // build targets and they are not named in the project.pbxproj - var frameworksBuildAdded = false; - var resBuildAdded = false; - - // Build a list of the files already added to the project. Then use it to - // avoid adding anything to the project twice - var existingFiles = ReadExistingFiles(lines); - var filteredFrameworks = new List(); - foreach (var framework in frameworks) - if (!existingFiles.Contains(framework.Name)) - filteredFrameworks.Add(framework); - frameworks = filteredFrameworks.ToArray(); - - var filteredResFiles = new List(); - foreach (var resFile in resFiles) - if (!existingFiles.Contains(resFile.Name)) - filteredResFiles.Add(resFile); - resFiles = filteredResFiles.ToArray(); - - - - // Now iterate through the project adding any new lines where needed - for (int i = 0; i < lines.Length; i++) - { - var line = lines[i]; - - - // Disable BITCODE - if (line.TrimStart().StartsWith("ENABLE_BITCODE")) - { - line = line.Replace("YES", "NO"); - } - - pbxproj.WriteLine(line); - - // Each section starts with a comment such as - // /* Begin PBXBuildFile section */" - if (line.Length > 3 && line.Substring(3).StartsWith("Begin")) - { - section = line.Split(' ')[2]; - if (section == "PBXBuildFile") - { - foreach (var framework in frameworks) - AddBuildFile(pbxproj, framework); - foreach (var resfile in resFiles) - AddBuildFile(pbxproj, resfile); - } - if ( - section == "PBXFileReference") - { - foreach (var framework in frameworks) - AddFrameworkFileReference(pbxproj, framework); - foreach (var resfile in resFiles) - AddResFileReference(pbxproj, resfile); - } - } - if (line.Length > 3 && line.Substring(3).StartsWith("End")) - { - section = ""; - } - - if (section == "PBXFrameworksBuildPhase") - { - if (line.Trim().StartsWith("files")) - if (!frameworksBuildAdded) - foreach (var framework in frameworks) - { - AddFrameworksBuildPhase(pbxproj, framework); - frameworksBuildAdded = true; - } - } - - // The PBXResourcesBuildPhase section is what appears in XCode as "Link - // Binary With Libraries". As with the frameworks we make the assumption the - // first target is always "Unity-iPhone" as the name of the target itself is - // not listed in project.pbxproj - if (section == "PBXResourcesBuildPhase") - { - if (line.Trim().StartsWith("files")) - if (!resBuildAdded) - foreach (var resfile in resFiles) - { - AddResourcesBuildPhase(pbxproj, resfile); - resBuildAdded = true; - } - } - - // The PBXGroup is the section that appears in XCode as "Copy Bundle Resources". - if (section == "PBXGroup") - { - if (line.Trim().StartsWith("children") && - (lines[i - 2].Trim().Split(' ')[2] == "CustomTemplate")) - { - foreach (var resfile in resFiles) - AddGroup(pbxproj, resfile); - foreach (var framework in frameworks) - AddGroup(pbxproj, framework); - } - } - - // The PBXShellScriptBuildPhase appears in Xcode 4 as "Run Script", we need to delete the QCAR - // directory from the app to avoid a duplicate copy - if (section == "PBXShellScriptBuildPhase") - { - if (line.Trim().StartsWith("shellScript")) - { - pbxproj.Flush(); - pbxproj.BaseStream.Seek(-3, SeekOrigin.Current); - - pbxproj.WriteLine("\\nrm -rf \\\"$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data/Raw/QCAR\\\"\";"); - } - } - - // change for Unity 4.2 because header search path needs to be in HEADER_SEARCH_PATHS group - if (section == "XCBuildConfiguration") - { - if (line.Trim().StartsWith("HEADER_SEARCH_PATHS = (")) - pbxproj.WriteLine("\t\t\t\t\t\"$(SRCROOT)/Libraries\","); - } - - //add C++11 support by explicitly linking to libc++ - if (line.Trim().StartsWith("OTHER_LDFLAGS = (")) - { - pbxproj.WriteLine("\t\t\t\t\t\"-lc++\","); - } - - } - pbxproj.Close(); - } - - #endregion // PRIVATE_METHODS - - - - [PostProcessBuildAttribute(1)] - public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) - { -#if UNITY_5_0 - if (target == BuildTarget.iPhone) -#else // UNITY_5_1 or above - if (target == BuildTarget.iOS) -#endif - { - var xCodeProjFullPath = Path.Combine(pathToBuiltProject, "Unity-iPhone.xcodeproj"); - - Debug.Log("xCode Project " + xCodeProjFullPath); - ProcessPbxProj(xCodeProjFullPath, _frameworks, _resFiles); - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs deleted file mode 100644 index df3692918..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs +++ /dev/null @@ -1,35 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.IO; -using UnityEditor; - -namespace Vuforia.EditorClasses -{ - /// - /// class wrapping a JS functionality to unzip a file, registers itself at the Unzipper Singleton to provide the functionality. - /// - [InitializeOnLoad] - public class SharpZipLibUnzipper : IUnzipper - { - /// - /// register an instance of this class at the singleton immediately - /// - static SharpZipLibUnzipper() - { - Unzipper.Instance = new SharpZipLibUnzipper(); - } - - public Stream UnzipFile(string path, string fileNameinZip) - { - #if !EXCLUDE_JAVASCRIPT - return Unzip.Unzip(path, fileNameinZip); - #else - return null; - #endif - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML deleted file mode 100644 index 3d520be44..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML +++ /dev/null @@ -1,1238 +0,0 @@ - - - - Vuforia.UnityExtensions.Editor - - - - - Reads authoringinfo.xml which contains additional for datasets needed - in the Unity editor. - - - - - Read ImageTarget-info from the current XML element and add it to ImageTarget-list - - - - - Read Vumark-info from the current XML element and add it to VuMark-list - - - - - Read CylinderTarget-info from the current XML element and add it to CylinderTarget-list - - - - - Read ObjectTarget-info from the current XML element and add it to ObjectTarget-list - - - - - Editor for the DeviceTrackerBehaviour - - - - - Setup serialized properties when the inspector is loaded - - - - - Draws the custom inspector for the monobehaviour - - - - - Editor of the DigitalEyewearBehaviour - - - - - Setup serialized properties when the inspector is loaded - - - - - OnInspectorGUI exposes public Tracker settings in Inspector - WorldCenterMode: Defines how the relative transformation that is returned - by the Vuforia Tracker is applied. Either the camera is - moved in the scene with respect to a "world center" or - all the targets are moved with respect to the camera. - - - - - Adds Vuforia components required for video background rendering on the primary camera by copying them from the camera child objects of the VuforiaBehaviour - - - - - Adds Vuforia components required for video background rendering on the secondary camera by copying them from the camera child objects of the VuforiaBehaviour - - - - - This method Swithces the camera mode between - stereo and mono. - - - - - Access primary camera of serialized property - - - - - Access secondary camera of serialized property - - - - - Access central anchor of serialized property - - - - - Access parent anchor of serialized property - - - - - Returns a list of scene paths in the current Unity project - - - - - returns the extension of a file, given a full path to that file. - - - - - This class provides utility properties to a serialized object - targeting a CylinderTargetAbstractBehaviour - - - - - This class wraps a SerializedObject of a TrackableBehaviour and provides utility-methods. - - This class should be used when a trackable behaviour is modified in the editor - and the changes should be made persistent. By using the SerializedProperties for editing - Unity will automatically handle editor functionality, e.g. Undo/Redo - It is possible that the serialized object is editing multiple objects simultaneously. - - - - The serialized object targets a TrackableBehaviour. - - - - - The constructor gets all SerializedProperties of the trackable behaviour. - - - - - - Any code which modifies the SerializedObject should be enclosed - with a using-statement of this method. Calling Edit() updates the - SerializedObject. - - EditHandle applies all modified data when it is disposed - Example: - using(SerializedTrackable.Edit()) - { - ... editor code - } - - - - Get all game objects of behaviours that are targeted by the serialized object - - - - - Get the internal SerializedObject-instance - - - - - The constructor gets all SerializedProperties of the trackable behaviour. - - - - - - The name of the data set the Trackable belongs to. - Please be aware that the data set name is not a unique identifier at runtime! - - - - - Defines whether extended tracking should be enabled for this target - - - - - Defines whether this target should initilize smart terrain (and which) when detected. - Set null to not initialize any smart terrain. - - - - - the minimum bounds of the occluder box for ST initialization - - - - - the maximum bounds of the occluder box for ST initialization - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - This class provides utility properties to a serialized object - targeting an ImageTargetAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - This class provides utility properties to a serialized object - targeting a MarkerAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - This class provides utility properties to a serialized object - targeting a MultiTargetAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - Extension methods for SerializedObject. - - - - - Utility function for editing a SerializedObject. Any code which modifies the SerializedObject should - be enclosed with a using-statement of this method. Calling Edit() updates the SerializedObject. - - EditHandle applies all modified data when it is disposed - Example: - using(SerializedObject.Edit()) - { - ... editor code - } - - - - Check whether all values of the serialized property are approximately equal. - If so, change the property to have a unique value for all targets. - - The property needs to have a floatValue - true if the serialized property now contains one value. - - - - Get all values of serialized array - - Property has to point to a string array - copy of the serialized array. note that changing this array does not affect the serializedproperty - - - - Remove first occurence of string-value in the serialized array - - Property has to point to a string array - this value is removed from the array - - - - Add a string-value to a serialized array or list - - Property has to point to a string array - this value is added to the array - - - - get array size and move serializedproperty to first item of array - - Property has to point to an array. After the method it points to the first entry in the array - array size - - - - Utility class for editing a SerializedObject. - - - - - Constructor updates the serialized object. - - - - - Applies all modified data of the serialized object - - - - - This class provides utility properties to a serialized object - targeting an ObjectTargetAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - Aspect ratio length/width - - - - - Aspect ratio length/height - - - - - Whether the visualization of the bounding box/alignment guide is enabled in the editor - - - - - Set or get the preview image in the inspector - - - - - This class provides utility properties to a serialized object - targeting a PropAbstractBehaviour - - - - - This class provides utility properties to a serialized object - targeting a SmartTerrainTrackableBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Allows to set which mesh filter should be automatically updated with new mesh revisions - If set to null, nothing will be updated - - - - - Allows to set which mesh collider should be automatically updated with new mesh revisions - If set to null, nothing will be updated - - - - - The constructor gets all serialized properties of the target - - - - - Allows to set which box collider should be automatically updated with new bounding box revisions - If set to null, nothing will be updated - - - - - This class provides utility properties to a serialized object - targeting a VuMarkAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - This class provides utility properties to a serialized object - targeting a WordAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - Editor for the SmartTerrainTrackerBehaviour - - - - - Setup serialized properties when the inspector is loaded - - - - - Draws the inspector for the smart terrain prefab - - - - - Editor of the BackgroundPlaneBehaviour - - - - - OnInspectorGUI exposes public settings in Inspector - - - - - This class reads the *.xml file of an editor target configuration file for retrieving object editor parameters - - - - - Read Object Target editor parameters for all specified targets. - - Path to editor configuration file with extension .xml - Objects targets for which the corresponding parameters should be retreived from the file. - - - - Editor class for ObjectTargetBehaviours - - - - - Recalculates the aspect ratio of the Object Target from a size vector. - - Local aspect ratio of this object target will be updated - Uniform scale of the target - - - - Define a new scale for the object target. - If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size. - - Local scale of this object target will be updated - Uniform scale of the target - - - - Recalculates the bbox of the Object Target from a min, max bbox - - Local bbox of this object target will be updated - bbox minimum - bbox maximum - - - - Redefine the preview image of the Object Target from a targetID reference - - Preview imaeg of this object target will be updated - target ID use to reference the preview i mage - - - - Configure the Object Target in this custom editor. - - name of the object for the configuration - - - - Initializes the Object Target when it is drag-dropped into the scene. - - - - - Lets the user choose a Object Target from a drop down list. Object Target - must be defined in the "config.xml" file. - - - - - Update scene view for our ObjectTarget editor - - - - - Editor for Surfaces - - - - - Configure the Smart Terrain Surface in this custom editor. - - - - - Initializes the Smart Terrain Surface when it is drag-dropped into the scene. - - - - - Draws the inspector for the surface - - - - - Editor Extension that allows the configuration of initialization targets for smart terrain - - - - - Draws the section of the inspector that is used to configure a target as a smart terrain initialization target - - - - - draw translation or rotation handle for init target if set - - - - - Editor for the CloudRecoBehaviour - - - - - Draws a custom UI for the cloud reco behaviour inspector - - - - - Renders a label to visualize the CloudRecoBehaviour - - - - - This class is used to store and access data that is read from a config.xml - file. - - - - - et attributes of the VuMark Target with the given name. - If the VuMark Target does not yet exist it is created automatically. - - - - - Returns the number of VuMarks currently present in the config data. - - - - - he ConfigData Manager handles operations on the ConfigData (e.g. sync with - config.xml file, sync with scene). - - - - - Get config-data for text recognition - - - - - This class is used to parse the config.xml file into a ConfigData file and - vice versa. The config.xml file is used to configure Trackables and - Virtual Buttons. - Implements a non-thread safe singleton pattern. - - - - - This class creates a mesh for a cylinder, cone, or conical frustum. - The resulting mesh contains vertex positions, normals, and texture coordinates. - The resulting mesh contains inward and outward faces and can therefore be viewed double-sided. - The resulting mesh has one, two, or three submeshes: side geometry, top geometry (optional), bottom geometry (optional) - - - - - Create a mesh for a cylinder, cone, or conical frustum. - - Distance between point on top circle and corresponding point on bottom circle. Height for cylinders, slant height for cones. - Top diameter. For an upward cone it is zero. For a cylinder it is equal to the bottom diameter. - Bottom diameter. For a downward cone it is zero. For a cylinder it is equal to the top diameter. - Tesselation of the mesh is defined by setting the number of vertices per circle. - Define if optional top geometry should be generated. - Define if optional bottom geometry should be generated. - material used for the inside of the cylinder mesh - - - - - Create a circle for top or bottom geometry. Positions, normals, and texture coordinates are added. - - Vertices of circle, must be parallel to xz-plane - define whether the circle is for the top or for the bottom geometry - return face indices - - - - Create positions for a circle at a specific height (y-coordinate). - Note that the real height (y-coordinate) is used, not the sidelength - - - - - Create texture coordinates for top or bottom geometry - - - - - Convert a 3D-position to a texture coordinate for the side geometry. - - angle in xz-plane - Slant height (sidelength) of 3D position - Texture coordinate within range [0,1] - - - - Editor for the CylinderTargetBehaviour - - - - - Define the ratio between sidelength, top diameter, and bottom diameter. - Geometry and materials are updated according to the new parameters. - - - - - Define a new scale for the cylinder target, which corresponds to the sidelength. - If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size. - - Local scale of edited cylinder targets will be updated - Uniform scale of the target, corresponds to the sidelength - - - - Updates CylinderTarget. Deletes all parts and recreates them. - Creates a mesh with vertices, normals, and texture coordinates. - Top and bottom geometry are represented as separate submeshes, - i.e. resulting mesh contains 1, 2, or 3 submeshes. - - Game Object which contains the CylinderTargetBehaviour - - - - Create and return materials for cylinder targets. The newly created materials - are based on the default material. - - - - - Configure the Cylinder Target in this custom editor. - - This method configures the cylinder target behaviour when it is first opened in the editor - It assigns the default dataset and creates game objects for visualizing the cylinder. - The result is equal to the CylinderTarget-prefab, even when the script is manually added to a - gameobject. - - - - Initializes the Cylinder Target when it is drag-dropped into the scene. - - - - - Lets the user choose a Cylinder Target from a drop down list. Cylinder Target - must be defined in the "config.xml" file. - - - - - Editor for the DataSetLoadBehaviour - - - - - Called when the ARCamera is instantiated in the scene - - - - - Draws the DataSetLoadBehaviour inspector - - - - - Draws check boxes for all data sets to choose to load them. - returns true if the list has been modified by the developer in the UI. - - - - - Custom Unity Menu to Apply Dataset properties from the XML file to scene objects - - - - - Custom Unity menu option to Apply Dataset properties from the XML file to scene objects - - - - - Editor for ImageTargetBehaviours - - - - - Updates the scale values in the transform component of all edited image targets from a given size. - If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size. - - Local scale of edited image targets will be updated - Either x- or y-component is set as uniform scale, based on aspect ratio of target - - - - Create and return material for image target. - - - - - Configure the Image Target in this custom editor. - - - - - Initializes the Image Target when it is drag-dropped into the scene. - - - - - Lets the user choose a Image Target from a drop down list. Image Target - must be defined in the "config.xml" file. - - - - - Interface providing means to unzip a package and return back a file stream of a specific file within this package - - - - - Unzips a file in a package at a given path and returns a stream to that file. - - - - - - - - Editor for the KeepAliveAbstractBehaviour - - - - - Draws check boxes to keep various objects alive on scene change - - - - - Editor for MarkerBehaviours - - - - - Configure the Marker in this custom editor. - - - - - Initializes the Marker when it is drag-dropped into the scene. - - - - - Lets the user choose a Marker by specifying an ID. - - - - - Editor for MultiTargetBehaviours - - - - - Configure the Multi Target in this custom editor. - - - - - Initializes the Multi Target when it is drag-dropped into the scene. - - - - - Checks if the transformation of the Multi Target has been changed by - Unity transform-handles in scene view. - This is also called when user changes attributes in Inspector. - - - - - Lets the user choose a Multi Target from a drop down list. Multi Target - must be defined in the "config.xml" file. - - - - - Editor for the VideoBackgroundManager - - - - - Setup serialized properties when the inspector is loaded - - - - - Draws the custom inspector for the monobehaviour - - - - - Displays various help menu options in the Unity menu - - - - - Method opens up a browser Window with the specified URL. - This method is called when "Vuforia Documentation" is chosen from the - Unity "Help" menu. - - - - - Method opens up a browser Window with the specified URL. - This method is called when "Release Notes" is chosen from the - Unity "Help" menu. - - - - - Draw popups for dataset and trackable name and update serialized object accordingly - - It is necessary to update the serialized object before and - to apply the changes after calling this method - dataset-name and trackable might be reset to the first element in the lists - Function to extract all trackable names for the current trackable type from a dataset - Label for popup to select trackable name - true if the dataset or trackable has been change - - - - Draw button for target manager page - - - - - draw typical options for dataset trackables: preserve child size, extended tracking and smart terrain - - the method should be called with serializedObject.Edit() - - - - If extended tracking is enabled for any target in the scene - - - - - If any target in the scene is initializing smart terrain - and/or the smart terrain tracker is configured to start on the ARCamera - - - - - - This function enables an asynchronous call to open the Vuforia sample apps page. - - - - - Editor for the ReconstructionAbstractBehaviour - - - - - Configure the Smart Terrain in this custom editor. - - - - - Initializes the Smart Terrain when it is drag-dropped into the scene. - - - - - This method checks for the scale of the SmartTerrainObject and resets it if it's not 1,1,1 - - - - - Draws the inspector for the smart terrain prefab - - - - - Editor for Props - - - - - Configure the Smart Terrain Prop in this custom editor. - - - - - Initializes the Smart Terrain Prop when it is drag-dropped into the scene. - - - - - Draws the inspector for the prop - - - - - Define data for dictionary (word list) with given name - - - - - Define data for a filter list or custom word list with given name - - - - - Get dictionary with given name - - - - - Get word list with given name - - - - - Get the number of available dictionaries - - - - - Get the number of available filter lists / custom word lists - - - - - A dictionary contains a binary vwl-file - - - - - A word list contains a text file, can be used as custom word list or filter list - - - - - Editor for the TextRecoBehaviour - - - - - Configure the TextReco in this custom editor. - - - - - Executed new TextRecoBehaviour is instantiated in the scene - - - - - Draws a custom UI for the text reco behaviour inspector - - - - - Renders a label to visualize the TextRecoBehaviour - - - - - Test if file is a valid word list file: checks for plaint text file and for maximum line (word) length - - - - - Editor of the VuforiaBehaviour - - - - - Setup serialized properties when the inspector is loaded - - - - - OnInspectorGUI exposes public Tracker settings in Inspector - WorldCenterMode: Defines how the relative transformation that is returned - by the Vuforia Tracker is applied. Either the camera is - moved in the scene with respect to a "world center" or - all the targets are moved with respect to the camera. - - - - - This class reads the *.dat-file of a target data set for retreiving cylinder parameters. - - - - - Read cylinder parameters for all specified targets. - - Path to dataset-file with extension .dat - Cylinder targets for which the corresponding parameters should be retreived from the file. - - - - This class implements to IPlayModeEditorUtility to provide various editor functionality (popups, reading xml files) - at play mode runtime without introducing a depenency on UnityEdtitor from runtime classes. - - - - - register an instance of this class at the singleton immediately when application is executed - - - - - Displays a popup dialog in the Unity editor - - - - - Loads web cam profiles from an XML file at a given path and returns all of them - including the default profile - - - - - Forces a restart of Play Mode in the Editor. - It is called when Unity re-compiles the scripts shortly after starting play mode. - - - - - Displays a large error message in the window that the mouse is currently over - - - - - This restarts Play Mode and unregisters from the editor callback. - - - - - Singleton implementation for a helper calls that provides unzipping functionality - If no external IUnzipper implementation is registered, an internal null implementation is used - - - - - Singleton accessor for Unzipper - - - - - Editor for the UserDefinedTargetBuildingBehaviour - - - - - Draws a custom UI for the UserDefinedTargetBehaviour inspector - - - - - Renders a label to visualize the UserDefinedTargetBehaviour - - - - - Editor for the VirtualButtonBehaviour - - - - - Update Virtual Buttons from configuration data. - - - - - Add Virtual Buttons that are specified in the configuration data. - - - - - Configure the Virtual Button in this custom editor. - - - - - Initializes the Virtual Button when it is drag-dropped into the scene. - - - - - Lets the user set sensitivity and name of a Virtual Button. - - - - - Locks the y-scale of a Virtual Button at 1. - - - - - Editor for ImageTargetBehaviours - - - - - Configure the Image Target in this custom editor. - - - - - Initializes the VuMark Target when vmb is drag-dropped into the scene. - - - - - Lets the user choose a VuMark-Template from a drop down list. - - - - - Editor for the WebCamBehaviour - - - - - Configure the Camera in this custom editor. - - - - - Executed when the ARCamera is instantiated in the scene - - - - - Draws the inspector for web cam selection and configuration - - - - - Editor for WordBehaviours - - - - - Test if more than one word-target are set to template mode or if more than one word-target have the same specific word assigned. - If duplicate word-targets are found, a warning will be displayed to the developer. - - true if duplicate word-targets have been found - - - - Configure the Word in this custom editor. - - - - - Initializes the Word when it is drag-dropped into the scene - - - - - Draws the inspector for Word prefab - - - - - Creates a text-mesh and a rectangular mesh. 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serializedVersion: 3 - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_Name: DistortionStereoMaterial - m_Shader: {fileID: 10752, guid: 0000000000000000f000000000000000, type: 0} - m_ShaderKeywords: [] - m_CustomRenderQueue: -1 - m_SavedProperties: - serializedVersion: 2 - m_TexEnvs: - data: - first: - name: _MainTex - second: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - m_Floats: {} - m_Colors: - data: - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/BackgroundPlaneBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/BackgroundPlaneBehaviour.cs deleted file mode 100644 index cefbdcc96..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/BackgroundPlaneBehaviour.cs +++ /dev/null @@ -1,23 +0,0 @@ -/*============================================================================== -Copyright (c) 2014 Qualcomm Connected Experiences, Inc. All Rights Reserved. - -Confidential and Proprietary - Protected under copyright and other laws. - -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -==============================================================================*/ - -using System; -using UnityEngine; - -namespace Vuforia -{ - /// - /// The BackgroundPlaneBehaviour class creates a mesh at the far end - /// of camera frustum over which video background is rendered. - /// - public class BackgroundPlaneBehaviour : BackgroundPlaneAbstractBehaviour - { - - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs deleted file mode 100644 index cb30db681..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs +++ /dev/null @@ -1,21 +0,0 @@ -/*============================================================================== -Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This is the main behaviour class that encapsulates cloud recognition behaviour. - /// It just has to be added to a Vuforia-enabled Unity scene and will initialize the target finder and wait for new results. - /// State changes and new results will be sent to registered ICloudRecoEventHandlers - /// - public class CloudRecoBehaviour : CloudRecoAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs deleted file mode 100644 index b3a3d3885..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs +++ /dev/null @@ -1,19 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a CylinderTarget in the editor - /// as well as a tracked CylinderTarget result at runtime - /// - public class CylinderTargetBehaviour : CylinderTargetAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs deleted file mode 100644 index 82460d2b7..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs +++ /dev/null @@ -1,45 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.Collections.Generic; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This behaviour allows to automatically load and activate one or more DataSet on startup - /// - public class DatabaseLoadBehaviour : DatabaseLoadAbstractBehaviour - { - public override void AddOSSpecificExternalDatasetSearchDirs() - { - #if UNITY_ANDROID - if (Application.platform == RuntimePlatform.Android) - { - // Get the external storage directory - AndroidJavaClass jclassEnvironment = new AndroidJavaClass("android.os.Environment"); - AndroidJavaObject jobjFile = jclassEnvironment.CallStatic("getExternalStorageDirectory"); - string externalStorageDirectory = jobjFile.Call("getAbsolutePath"); - - // Get the package name - AndroidJavaObject jobjActivity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic("currentActivity"); - string packageName = jobjActivity.Call("getPackageName"); - - // Add some best practice search directories - // - // Assumes just Vufroria datasets extracted to the files directory - AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/"); - - // Assume entire StreamingAssets dir is extracted here and our datasets are in the "Vuforia" directory - AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/Vuforia/"); - - // Assume entire StreamingAssets dir is extracted here and our datasets are in the "QCAR" directory - AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/QCAR/"); - } -#endif //UNITY_ANDROID - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs deleted file mode 100644 index cb827b919..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs +++ /dev/null @@ -1,163 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A custom handler that registers for Vuforia initialization errors - /// - public class DefaultInitializationErrorHandler : MonoBehaviour - { - #region PRIVATE_MEMBER_VARIABLES - - private string mErrorText = ""; - private bool mErrorOccurred = false; - - private const string WINDOW_TITLE = "Vuforia Initialization Error"; - - #endregion // PRIVATE_MEMBER_VARIABLES - - #region UNTIY_MONOBEHAVIOUR_METHODS - - void Awake() - { - // Check for an initialization error on start. - VuforiaAbstractBehaviour vuforiaBehaviour = (VuforiaAbstractBehaviour)FindObjectOfType(typeof(VuforiaAbstractBehaviour)); - if (vuforiaBehaviour) - { - vuforiaBehaviour.RegisterVuforiaInitErrorCallback(OnVuforiaInitializationError); - } - } - - void OnGUI() - { - // On error, create a full screen window. - if (mErrorOccurred) - GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height), - DrawWindowContent, WINDOW_TITLE); - } - - /// - /// When this game object is destroyed, it unregisters itself as event handler - /// - void OnDestroy() - { - VuforiaAbstractBehaviour vuforiaBehaviour = (VuforiaAbstractBehaviour)FindObjectOfType(typeof(VuforiaAbstractBehaviour)); - if (vuforiaBehaviour) - { - vuforiaBehaviour.UnregisterVuforiaInitErrorCallback(OnVuforiaInitializationError); - } - } - - #endregion // UNTIY_MONOBEHAVIOUR_METHODS - - #region PRIVATE_METHODS - - private void DrawWindowContent(int id) - { - // Create text area with a 10 pixel distance from other controls and - // window border. - GUI.Label(new Rect(10, 25, Screen.width - 20, Screen.height - 95), - mErrorText); - - // Create centered button with 50/50 size and 10 pixel distance from - // other controls and window border. - if (GUI.Button(new Rect(Screen.width / 2 - 75, Screen.height - 60, 150, 50), "Close")) - { - #if UNITY_EDITOR - UnityEditor.EditorApplication.isPlaying = false; - #else - Application.Quit(); - #endif - } - } - - private void SetErrorCode(VuforiaUnity.InitError errorCode) - { - Debug.LogError("Vuforia initialization failed: " + mErrorText); - switch (errorCode) - { - case VuforiaUnity.InitError.INIT_EXTERNAL_DEVICE_NOT_DETECTED: - mErrorText = - "Failed to initialize Vuforia because this " + - "device is not docked with required external hardware."; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_MISSING_KEY: - mErrorText = - "Vuforia App key is missing. Please get a valid key, " + - "by logging into your account at developer.vuforia.com " + - "and creating a new project"; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_INVALID_KEY: - mErrorText = - "Invalid Key used. " + - "Please make sure you are using a valid Vuforia App Key"; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_TRANSIENT: - mErrorText = - "Unable to contact server. Please try again later."; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_PERMANENT: - mErrorText = - "No network available. Please make sure you are connected to the internet."; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_CANCELED_KEY: - mErrorText = - "This App license key has been cancelled " + - "and may no longer be used. Please get a new license key."; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_PRODUCT_TYPE_MISMATCH: - mErrorText = - "Vuforia App key is not valid for this product. Please get a valid key, "+ - "by logging into your account at developer.vuforia.com and choosing the "+ - "right product type during project creation"; - break; - #if (UNITY_IPHONE || UNITY_IOS) - case VuforiaUnity.InitError.INIT_NO_CAMERA_ACCESS: - mErrorText = - "Camera Access was denied to this App. \n" + - "When running on iOS8 devices, \n" + - "users must explicitly allow the App to access the camera.\n" + - "To restore camera access on your device, go to: \n" + - "Settings > Privacy > Camera > [This App Name] and switch it ON."; - break; - #endif - case VuforiaUnity.InitError.INIT_DEVICE_NOT_SUPPORTED: - mErrorText = - "Failed to initialize Vuforia because this device is not " + - "supported."; - break; - case VuforiaUnity.InitError.INIT_ERROR: - mErrorText = "Failed to initialize Vuforia."; - break; - } - } - - private void SetErrorOccurred(bool errorOccurred) - { - mErrorOccurred = errorOccurred; - } - - #endregion // PRIVATE_METHODS - - - - #region Vuforia_lifecycle_events - - public void OnVuforiaInitializationError(VuforiaUnity.InitError initError) - { - if (initError != VuforiaUnity.InitError.INIT_SUCCESS) - { - SetErrorCode(initError); - SetErrorOccurred(true); - } - } - - #endregion // Vuforia_lifecycle_events - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs deleted file mode 100644 index 851b7d702..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs +++ /dev/null @@ -1,85 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A default event handler that handles reconstruction events for a ReconstructionFromTarget - /// It uses a single Prop template that is used for every newly created prop, - /// and a surface template that is used for the primary surface - /// - public class DefaultSmartTerrainEventHandler : MonoBehaviour - { - #region PRIVATE_MEMBERS - - private ReconstructionBehaviour mReconstructionBehaviour; - - #endregion // PRIVATE_MEMBERS - - - #region PUBLIC_MEMBERS - - public PropBehaviour PropTemplate; - public SurfaceBehaviour SurfaceTemplate; - - #endregion // PUBLIC_MEMBERS - - - - #region UNTIY_MONOBEHAVIOUR_METHODS - - void Start() - { - mReconstructionBehaviour = GetComponent(); - if (mReconstructionBehaviour) - { - mReconstructionBehaviour.RegisterPropCreatedCallback(OnPropCreated); - mReconstructionBehaviour.RegisterSurfaceCreatedCallback(OnSurfaceCreated); - } - } - - void OnDestroy() - { - if (mReconstructionBehaviour) - { - mReconstructionBehaviour.UnregisterPropCreatedCallback(OnPropCreated); - mReconstructionBehaviour.UnregisterSurfaceCreatedCallback(OnSurfaceCreated); - } - } - - #endregion // UNTIY_MONOBEHAVIOUR_METHODS - - - - #region RECONSTRUCTION_CALLBACKS - - /// - /// Called when a prop has been created - /// - public void OnPropCreated(Prop prop) - { - if (mReconstructionBehaviour) - mReconstructionBehaviour.AssociateProp(PropTemplate, prop); - } - - /// - /// Called when a surface has been created - /// - public void OnSurfaceCreated(Surface surface) - { - if (mReconstructionBehaviour) - mReconstructionBehaviour.AssociateSurface(SurfaceTemplate, surface); - } - - #endregion // RECONSTRUCTION_CALLBACKS - } -} - - - diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs deleted file mode 100644 index 576804dc2..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs +++ /dev/null @@ -1,112 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A custom handler that implements the ITrackableEventHandler interface. - /// - public class DefaultTrackableEventHandler : MonoBehaviour, - ITrackableEventHandler - { - #region PRIVATE_MEMBER_VARIABLES - - private TrackableBehaviour mTrackableBehaviour; - - #endregion // PRIVATE_MEMBER_VARIABLES - - - - #region UNTIY_MONOBEHAVIOUR_METHODS - - void Start() - { - mTrackableBehaviour = GetComponent(); - if (mTrackableBehaviour) - { - mTrackableBehaviour.RegisterTrackableEventHandler(this); - } - } - - #endregion // UNTIY_MONOBEHAVIOUR_METHODS - - - - #region PUBLIC_METHODS - - /// - /// Implementation of the ITrackableEventHandler function called when the - /// tracking state changes. - /// - public void OnTrackableStateChanged( - TrackableBehaviour.Status previousStatus, - TrackableBehaviour.Status newStatus) - { - if (newStatus == TrackableBehaviour.Status.DETECTED || - newStatus == TrackableBehaviour.Status.TRACKED || - newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED) - { - OnTrackingFound(); - } - else - { - OnTrackingLost(); - } - } - - #endregion // PUBLIC_METHODS - - - - #region PRIVATE_METHODS - - - private void OnTrackingFound() - { - Renderer[] rendererComponents = GetComponentsInChildren(true); - Collider[] colliderComponents = GetComponentsInChildren(true); - - // Enable rendering: - foreach (Renderer component in rendererComponents) - { - component.enabled = true; - } - - // Enable colliders: - foreach (Collider component in colliderComponents) - { - component.enabled = true; - } - - Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found"); - } - - - private void OnTrackingLost() - { - Renderer[] rendererComponents = GetComponentsInChildren(true); - Collider[] colliderComponents = GetComponentsInChildren(true); - - // Disable rendering: - foreach (Renderer component in rendererComponents) - { - component.enabled = false; - } - - // Disable colliders: - foreach (Collider component in colliderComponents) - { - component.enabled = false; - } - - Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost"); - } - - #endregion // PRIVATE_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs deleted file mode 100644 index 62aac8e93..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs +++ /dev/null @@ -1,18 +0,0 @@ -/*============================================================================== -Copyright (c) 2015 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -namespace Vuforia -{ - /// - /// The DeviceTracker handles the rotational tracking for VR support - /// It comes as a component of the ARCamera prefab and should only be used as part of it. - /// It is important that at any given time, only one instance of this script exists in the scene. - /// - public class DeviceTrackerBehaviour : DeviceTrackerAbstractBehaviour - { - } - -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs deleted file mode 100644 index 98f184443..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs +++ /dev/null @@ -1,37 +0,0 @@ -/*============================================================================== -Copyright (c) 2015 PTC Inc. All Rights Reserved. - -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// The DigitalEyewearBehaviour class handles the configuration of - /// eyewear devices. It is responsible for enabling stereo rendering. - /// - public class DigitalEyewearBehaviour : DigitalEyewearAbstractBehaviour - { - - private static DigitalEyewearBehaviour mDigitalEyewearBehaviour = null; - - /// - /// A simple static singleton getter to the DigitalEyewearBehaviour (if present in the scene) - /// Will return null if no DigitalEyewearBehaviour has been instanciated in the scene. - /// - public static DigitalEyewearBehaviour Instance - { - get - { - if (mDigitalEyewearBehaviour == null) - mDigitalEyewearBehaviour = FindObjectOfType(); - - return mDigitalEyewearBehaviour; - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs deleted file mode 100644 index dc51d49a4..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs +++ /dev/null @@ -1,80 +0,0 @@ -/*============================================================================== -Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; -using System.Collections; - -namespace Vuforia -{ - /// - /// This Script can be used to set a full screen error message if an error happens on startup. - /// (such as no OpenGL ES 2.0 support that is required for some samples). - /// - public class GLErrorHandler : MonoBehaviour - { - #region PRIVATE_MEMBER_VARIABLES - - private static string mErrorText = ""; - private static bool mErrorOccurred = false; - - private const string WINDOW_TITLE = "Sample Error"; - - #endregion // PRIVATE_MEMBER_VARIABLES - - - - #region PUBLIC_METHODS - - /// - /// Sets an error text that is rendered every frame - /// - public static void SetError(string errorText) - { - mErrorText = errorText; - mErrorOccurred = true; - } - - #endregion // PUBLIC_METHODS - - - - #region UNTIY_MONOBEHAVIOUR_METHODS - - // In this method we draw an error window in case something happened. - void OnGUI() - { - // On error, create a full screen window. - if (mErrorOccurred) - { - GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height), - DrawWindowContent, WINDOW_TITLE); - } - } - - #endregion // UNTIY_MONOBEHAVIOUR_METHODS - - - - #region PRIVATE_METHODS - - // This method draws an error-dialog on the screen. - private void DrawWindowContent(int id) - { - // Create text area with a 10 pixel distance from other controls and - // window border. - GUI.Label(new Rect(10, 25, Screen.width - 20, Screen.height - 95), - mErrorText); - - // Create centered button with 50/50 size and 10 pixel distance from - // other controls and window border. - if (GUI.Button(new Rect(Screen.width / 2 - 75, Screen.height - 60, - 150, 50), "Close")) - Application.Quit(); - } - - #endregion // PRIVATE_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs deleted file mode 100644 index de81099cd..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs +++ /dev/null @@ -1,19 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; -using System.Collections; - -namespace Vuforia -{ - /// - /// This Behaviour creates four planes (mattes) at the near clipping plane of camera frustum - /// to hide the augmentation going off the limit of video background due to scaling - /// - public class HideExcessAreaBehaviour : HideExcessAreaAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs deleted file mode 100644 index ffa8ba45e..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs +++ /dev/null @@ -1,19 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.Collections.Generic; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for an ImageTarget in the editor - /// as well as a tracked image target result at runtime - /// - public class ImageTargetBehaviour : ImageTargetAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs deleted file mode 100644 index 54126d7d7..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs +++ /dev/null @@ -1,230 +0,0 @@ -/*============================================================================== -Copyright (c) 2016 PTC Inc. -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class encapsulates functionality to detect various surface events - /// (size, orientation changed) and delegate this to native. - /// These are used by Unity Extension code and should usually not be called by app code. - /// - class AndroidUnityPlayer : IUnityPlayer - { - // The Activity orientation is sometimes not correct when triggered immediately after the orientation change is - // reported in Unity. - // querying for the next 20 frames seems to yield the correct orientation eventually across all devices. - private const int NUM_FRAMES_TO_QUERY_ORIENTATION = 25; - private const int JAVA_ORIENTATION_CHECK_FRM_INTERVAL = 60; - private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown; - private ScreenOrientation mJavaScreenOrientation = ScreenOrientation.Unknown; - private int mFramesSinceLastOrientationReset; - private int mFramesSinceLastJavaOrientationCheck; - - // AndroidJava resources need to be #if'd in order to allow AoT compilation on iOS - #if UNITY_ANDROID - private AndroidJavaObject mCurrentActivity; - private AndroidJavaClass mJavaOrientationUtility; - private AndroidJavaClass mVuforiaInitializer; - #endif - - #region PUBLIC_METHODS - - /// - /// Loads native plugin libraries on platforms where this is explicitly required. - /// - public void LoadNativeLibraries() - { - LoadNativeLibrariesFromJava(); - } - - /// - /// Initialized platform specific settings - /// - public void InitializePlatform() - { - InitAndroidPlatform(); - } - - /// - /// Initializes Vuforia; called from Start - /// - public VuforiaUnity.InitError Start(string licenseKey) - { - int errorCode = InitVuforia(licenseKey); - if (errorCode >= 0) - InitializeSurface(); - return (VuforiaUnity.InitError)errorCode; - } - - /// - /// Called from Update, checks for various life cycle events that need to be forwarded - /// to Vuforia, e.g. orientation changes - /// - public void Update() - { - if (SurfaceUtilities.HasSurfaceBeenRecreated()) - { - InitializeSurface(); - } - else - { - // if Unity reports that the orientation has changed, reset the member variable - // - this will trigger a check in Java for a few frames... - if (Screen.orientation != mScreenOrientation) - ResetUnityScreenOrientation(); - - CheckOrientation(); - } - - mFramesSinceLastOrientationReset++; - } - - /// - /// Pauses Vuforia - /// - public void OnPause() - { - VuforiaUnity.OnPause(); - } - - /// - /// Resumes Vuforia - /// - public void OnResume() - { - VuforiaUnity.OnResume(); - } - - /// - /// Deinitializes Vuforia - /// - public void OnDestroy() - { - VuforiaUnity.Deinit(); - } - - // Java resources need to be explicitly disposed. - public void Dispose() - { - #if UNITY_ANDROID - mCurrentActivity.Dispose(); - mCurrentActivity = null; - - mJavaOrientationUtility.Dispose(); - mJavaOrientationUtility = null; - #endif - } - - #endregion // PUBLIC_METHODS - - - - #region PRIVATE_METHODS - - private void LoadNativeLibrariesFromJava() - { - #if UNITY_ANDROID - if (mCurrentActivity == null || mVuforiaInitializer == null) - { - AndroidJavaClass javaUnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); - mCurrentActivity = javaUnityPlayer.GetStatic("currentActivity"); - if (mCurrentActivity != null) - { - mVuforiaInitializer = new AndroidJavaClass("com.vuforia.VuforiaUnityPlayer.VuforiaInitializer"); - mVuforiaInitializer.CallStatic("loadNativeLibraries"); - } - } -#endif - } - - private void InitAndroidPlatform() - { - #if UNITY_ANDROID - LoadNativeLibrariesFromJava(); - if (mVuforiaInitializer != null) - mVuforiaInitializer.CallStatic("initPlatform"); -#endif - } - - private int InitVuforia(string licenseKey) - { - int errorcode = -1; - #if UNITY_ANDROID - LoadNativeLibrariesFromJava(); - if (mVuforiaInitializer != null) - errorcode = mVuforiaInitializer.CallStatic("initVuforia", mCurrentActivity, licenseKey); -#endif - return errorcode; - } - - private void InitializeSurface() - { - SurfaceUtilities.OnSurfaceCreated(); - - #if UNITY_ANDROID - AndroidJavaClass javaUnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); - mCurrentActivity = javaUnityPlayer.GetStatic("currentActivity"); - if (mCurrentActivity != null) - { - mJavaOrientationUtility = new AndroidJavaClass("com.vuforia.VuforiaUnityPlayer.OrientationUtility"); - } - #endif - - ResetUnityScreenOrientation(); - CheckOrientation(); - } - - private void ResetUnityScreenOrientation() - { - mScreenOrientation = Screen.orientation; - mFramesSinceLastOrientationReset = 0; - } - - private void CheckOrientation() - { - // check for the activity orientation for a few frames after it has changed in Unity - bool getOrientationFromJava = mFramesSinceLastOrientationReset < NUM_FRAMES_TO_QUERY_ORIENTATION; - if (!getOrientationFromJava) - getOrientationFromJava = mFramesSinceLastJavaOrientationCheck > JAVA_ORIENTATION_CHECK_FRM_INTERVAL; - - if (getOrientationFromJava) - { - // mScreenOrientation remains at the value reported by Unity even when the activity reports a different one - // otherwise the check for orientation changes will return true every frame. - int correctScreenOrientation = (int) mScreenOrientation; - -#if UNITY_ANDROID - if (mCurrentActivity != null) - { - // The orientation reported by Unity is not reliable on some devices (e.g. landscape right on the Nexus 10) - // We query the correct orientation from the activity to make sure. - int activityOrientation = mJavaOrientationUtility.CallStatic("getSurfaceOrientation", mCurrentActivity); - if (activityOrientation != 0) - correctScreenOrientation = activityOrientation; - } - #endif - ScreenOrientation javaScreenOrientation = (ScreenOrientation) correctScreenOrientation; - if (javaScreenOrientation != mJavaScreenOrientation) - { - mJavaScreenOrientation = javaScreenOrientation; - SurfaceUtilities.SetSurfaceOrientation(mJavaScreenOrientation); - } - - mFramesSinceLastJavaOrientationCheck = 0; - } - else - { - mFramesSinceLastJavaOrientationCheck++; - } - } - - #endregion // PRIVATE_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs deleted file mode 100644 index 75bc1c548..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs +++ /dev/null @@ -1,55 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using System.Linq; -using System.Reflection; -using UnityEngine; - -namespace Vuforia -{ - /// - /// Small utility behaviour to create an instance of the VuforiaBehaviourComponentFactory at runtime before anything is initialized. - /// - public partial class ComponentFactoryStarterBehaviour : MonoBehaviour - { - /// - /// call all member methods that have the FactoryStart attribute - /// - void Awake() - { - List methods = this.GetType().GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly).ToList(); - methods.AddRange(this.GetType().GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly)); - - foreach (MethodInfo methodInfo in methods) - { - foreach (Attribute attribute in methodInfo.GetCustomAttributes(true)) - { - if (attribute is FactorySetter) - { - #if NETFX_CORE - Action factorySetMethod = methodInfo.CreateDelegate(typeof(Action), this) as Action; - #else - Action factorySetMethod = Delegate.CreateDelegate(typeof(Action), this, methodInfo) as Action; - #endif // NETFX_CORE - if (factorySetMethod != null) - { - factorySetMethod(); - } - } - } - } - } - - [FactorySetter] - void SetBehaviourComponentFactory() - { - Debug.Log("Setting BehaviourComponentFactory"); - BehaviourComponentFactory.Instance = new VuforiaBehaviourComponentFactory(); - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs deleted file mode 100644 index 91d8d1b2c..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs +++ /dev/null @@ -1,121 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Runtime.InteropServices; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class encapsulates functionality to detect various surface events - /// (size, orientation changed) and delegate this to native. - /// These are used by Unity Extension code and should usually not be called by app code. - /// - class IOSUnityPlayer : IUnityPlayer - { - private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown; - - /// - /// Loads native plugin libraries on platforms where this is explicitly required. - /// - public void LoadNativeLibraries() - { - } - - /// - /// Initialized platform specific settings - /// - public void InitializePlatform() - { - setPlatFormNative(); - } - - /// - /// Initializes Vuforia; called from Start - /// - public VuforiaUnity.InitError Start(string licenseKey) - { - VuforiaRenderer.RendererAPI rendererAPI = VuforiaRenderer.Instance.GetRendererAPI(); - int errorCode = initQCARiOS((int)rendererAPI, (int)Screen.orientation, licenseKey); - if (errorCode >= 0) - InitializeSurface(); - return (VuforiaUnity.InitError)errorCode; - } - - /// - /// Called from Update, checks for various life cycle events that need to be forwarded - /// to Vuforia, e.g. orientation changes - /// - public void Update() - { - if (SurfaceUtilities.HasSurfaceBeenRecreated()) - { - InitializeSurface(); - } - else - { - // if Unity reports that the orientation has changed, set it correctly in native - if (Screen.orientation != mScreenOrientation) - SetUnityScreenOrientation(); - } - - } - - public void Dispose() - { - } - - /// - /// Pauses Vuforia - /// - public void OnPause() - { - VuforiaUnity.OnPause(); - } - - /// - /// Resumes Vuforia - /// - public void OnResume() - { - VuforiaUnity.OnResume(); - } - - /// - /// Deinitializes Vuforia - /// - public void OnDestroy() - { - VuforiaUnity.Deinit(); - } - - - private void InitializeSurface() - { - SurfaceUtilities.OnSurfaceCreated(); - - SetUnityScreenOrientation(); - } - - private void SetUnityScreenOrientation() - { - mScreenOrientation = Screen.orientation; - SurfaceUtilities.SetSurfaceOrientation(mScreenOrientation); - // set the native orientation (only required on iOS and WSA) - setSurfaceOrientationiOS((int) mScreenOrientation); - } - - [DllImport("__Internal")] - private static extern void setPlatFormNative(); - - [DllImport("__Internal")] - private static extern int initQCARiOS(int rendererAPI, int screenOrientation, string licenseKey); - - [DllImport("__Internal")] - private static extern void setSurfaceOrientationiOS(int screenOrientation); - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll deleted file mode 100644 index 70061807a..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs deleted file mode 100644 index 9d67fe153..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs +++ /dev/null @@ -1,79 +0,0 @@ -/*============================================================================== -Copyright (c) 2016 PTC Inc. All Rights Reserved. - -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// Factory class that adds child class Behaviours - /// - public class VuforiaBehaviourComponentFactory : IBehaviourComponentFactory - { - #region PUBLIC_METHODS - - public MaskOutAbstractBehaviour AddMaskOutBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public VirtualButtonAbstractBehaviour AddVirtualButtonBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public TurnOffAbstractBehaviour AddTurnOffBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public ImageTargetAbstractBehaviour AddImageTargetBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public MarkerAbstractBehaviour AddMarkerBehaviour(GameObject gameObject) - { -#pragma warning disable 618 - return gameObject.AddComponent(); -#pragma warning restore 618 - } - - public MultiTargetAbstractBehaviour AddMultiTargetBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public CylinderTargetAbstractBehaviour AddCylinderTargetBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public WordAbstractBehaviour AddWordBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public TextRecoAbstractBehaviour AddTextRecoBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public ObjectTargetAbstractBehaviour AddObjectTargetBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public VuMarkAbstractBehaviour AddVuMarkBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - #endregion // PUBLIC_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs deleted file mode 100644 index 4983d05ea..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs +++ /dev/null @@ -1,166 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Runtime.InteropServices; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class encapsulates functionality to detect various surface events - /// (size, orientation changed) and delegate this to native. - /// These are used by Unity Extension code and should usually not be called by app code. - /// - class WSAUnityPlayer : IUnityPlayer - { - private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown; - - /// - /// Loads native plugin libraries on platforms where this is explicitly required. - /// - public void LoadNativeLibraries() - { - } - - /// - /// Initialized platform specific settings - /// - public void InitializePlatform() - { - setPlatFormNative(); - } - - /// - /// Initializes Vuforia; called from Start - /// - public VuforiaUnity.InitError Start(string licenseKey) - { - int errorCode = initVuforiaWSA(licenseKey); - if (errorCode >= 0) - InitializeSurface(); - return (VuforiaUnity.InitError)errorCode; - } - - /// - /// Called from Update, checks for various life cycle events that need to be forwarded - /// to Vuforia, e.g. orientation changes - /// - public void Update() - { - if (SurfaceUtilities.HasSurfaceBeenRecreated()) - { - InitializeSurface(); - } - else - { - // if Unity reports that the orientation has changed, set it correctly in native - ScreenOrientation currentOrientation = GetActualScreenOrientation(); - - if (currentOrientation != mScreenOrientation) - SetUnityScreenOrientation(); - } - - } - - public void Dispose() - { - } - - /// - /// Pauses Vuforia - /// - public void OnPause() - { - VuforiaUnity.OnPause(); - } - - /// - /// Resumes Vuforia - /// - public void OnResume() - { - VuforiaUnity.OnResume(); - } - - /// - /// Deinitializes Vuforia - /// - public void OnDestroy() - { - VuforiaUnity.Deinit(); - } - - - private void InitializeSurface() - { - SurfaceUtilities.OnSurfaceCreated(); - - SetUnityScreenOrientation(); - } - - private void SetUnityScreenOrientation() - { - mScreenOrientation = GetActualScreenOrientation(); - - SurfaceUtilities.SetSurfaceOrientation(mScreenOrientation); - - // set the native orientation (only required on iOS and WSA) - setSurfaceOrientationWSA((int) mScreenOrientation); - } - - /// - /// There is a known Unity issue for Windows 10 UWP apps where the initial orientation is wrongly - /// reported as AutoRotation instead of the actual orientation. - /// This method tries to infer the screen orientation from the device orientation if this is the case. - /// - /// - private ScreenOrientation GetActualScreenOrientation() - { - ScreenOrientation orientation = Screen.orientation; - - if (orientation == ScreenOrientation.AutoRotation) - { - DeviceOrientation devOrientation = Input.deviceOrientation; - - switch (devOrientation) - { - case DeviceOrientation.LandscapeLeft: - orientation = ScreenOrientation.LandscapeLeft; - break; - - case DeviceOrientation.LandscapeRight: - orientation = ScreenOrientation.LandscapeRight; - break; - - case DeviceOrientation.Portrait: - orientation = ScreenOrientation.Portrait; - break; - - case DeviceOrientation.PortraitUpsideDown: - orientation = ScreenOrientation.PortraitUpsideDown; - break; - - default: - // fallback: Landscape Left - orientation = ScreenOrientation.LandscapeLeft; - break; - } - } - - return orientation; - } - - [DllImport("VuforiaWrapper")] - private static extern void setPlatFormNative(); - - [DllImport("VuforiaWrapper")] - private static extern int initVuforiaWSA(string licenseKey); - - [DllImport("VuforiaWrapper")] - private static extern void setSurfaceOrientationWSA(int screenOrientation); - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs deleted file mode 100644 index 17b822d02..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs +++ /dev/null @@ -1,21 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.Collections.Generic; -using System.Linq; -using UnityEngine; - -namespace Vuforia -{ - /// - /// The KeepAliveBehaviour allows Vuforia objects to be reused across multiple - /// scenes. This makes it possible to share datasets and targets between scenes. - /// - [RequireComponent(typeof (VuforiaBehaviour))] - public class KeepAliveBehaviour : KeepAliveAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs deleted file mode 100644 index b57005200..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs +++ /dev/null @@ -1,23 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a Marker in the editor - /// as well as a tracked marker result at runtime - /// This class is deprecated. The same functionality - /// is provided by using a rectangular VuMark. - /// - [Obsolete("This class is deprecated. The same functionality is provided by using a rectangular VuMark.")] - public class MarkerBehaviour : MarkerAbstractBehaviour - { - - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs deleted file mode 100644 index fabf9db79..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs +++ /dev/null @@ -1,41 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// Helper behaviour used to hide augmented objects behind the video background. - /// - public class MaskOutBehaviour : MaskOutAbstractBehaviour - { - #region UNITY_MONOBEHAVIOUR_METHODS - - void Start () - { - if (VuforiaRuntimeUtilities.IsVuforiaEnabled()) - { - Renderer rendererComp = GetComponent(); - int numMaterials = rendererComp.materials.Length; - if (numMaterials == 1) - { - rendererComp.sharedMaterial = maskMaterial; - } - else - { - Material[] maskMaterials = new Material[numMaterials]; - for (int i = 0; i < numMaterials; i++) - maskMaterials[i] = maskMaterial; - - rendererComp.sharedMaterials = maskMaterials; - } - } - } - - #endregion // UNITY_MONOBEHAVIOUR_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs deleted file mode 100644 index 608535326..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs +++ /dev/null @@ -1,18 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a MultiTarget in the editor - /// as well as a tracked MultiTarget result at runtime - /// - public class MultiTargetBehaviour : MultiTargetAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs deleted file mode 100644 index fac92f32d..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs +++ /dev/null @@ -1,19 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.Collections.Generic; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for an ObjectTarget in the editor - /// as well as a tracked object target result at runtime - /// - public class ObjectTargetBehaviour : ObjectTargetAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs deleted file mode 100644 index 7fec163b8..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs +++ /dev/null @@ -1,17 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a Prop in the editor - /// as well as a reconstructed and tracked prop result at runtime - /// - public class PropBehaviour : PropAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs deleted file mode 100644 index b606e0289..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs +++ /dev/null @@ -1,15 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -namespace Vuforia -{ - /// - /// This is the main behaviour class that encapsulates smart terrain reconstruction behaviour. - /// - public class ReconstructionBehaviour : ReconstructionAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs deleted file mode 100644 index e6afb21c9..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs +++ /dev/null @@ -1,15 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -namespace Vuforia -{ - /// - /// This Monobehaviour supplements the ReconstructionAbstractBehaviour with target initialization specific functionality - /// - public class ReconstructionFromTargetBehaviour : ReconstructionFromTargetAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs deleted file mode 100644 index 0d3229133..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs +++ /dev/null @@ -1,17 +0,0 @@ -/*============================================================================== -Copyright (c) 2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -namespace Vuforia -{ - /// - /// This is the main behaviour class that manages the smart terrain tracker - /// It comes as a component of the ARCamera prefab but can be use on any other game object as well - /// It is important that at any given time, only one instance of this script exists in the scene. - /// - public class SmartTerrainTrackerBehaviour : SmartTerrainTrackerAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs deleted file mode 100644 index 65efc7e96..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs +++ /dev/null @@ -1,17 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a Surface in the editor - /// as well as a reconstructed and tracked surface result at runtime - /// - public class SurfaceBehaviour : SurfaceAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs deleted file mode 100644 index 66df607aa..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs +++ /dev/null @@ -1,22 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.Collections.Generic; -using System.Linq; -using UnityEngine; - - -namespace Vuforia -{ - /// - /// This is the main behaviour class that encapsulates text recognition behaviour. - /// It just has to be added to a Vuforia-enabled Unity scene and will initialize the text tracker with the configured word list. - /// Events for newly recognized or lost words will be called on registered ITextRecoEventHandlers - /// - public class TextRecoBehaviour : TextRecoAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs deleted file mode 100644 index 377bd3791..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs +++ /dev/null @@ -1,35 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A utility behaviour to disable rendering of a game object at run time. - /// - public class TurnOffBehaviour : TurnOffAbstractBehaviour - { - - #region UNITY_MONOBEHAVIOUR_METHODS - - void Awake() - { - if (VuforiaRuntimeUtilities.IsVuforiaEnabled()) - { - // We remove the mesh components at run-time only, but keep them for - // visualization when running in the editor: - MeshRenderer targetMeshRenderer = this.GetComponent(); - Destroy(targetMeshRenderer); - MeshFilter targetMesh = this.GetComponent(); - Destroy(targetMesh); - } - } - - #endregion // UNITY_MONOBEHAVIOUR_METHODS - - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs deleted file mode 100644 index 3365f9e74..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs +++ /dev/null @@ -1,38 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A utility behaviour to disable rendering of a word behaviour at run time. - /// - public class TurnOffWordBehaviour : MonoBehaviour - { - - #region UNITY_MONOBEHAVIOUR_METHODS - - void Awake() - { - if (VuforiaRuntimeUtilities.IsVuforiaEnabled()) - { - // We remove the renderer at run-time only, but keep it for - // visualization when running in the editor - // We keep the MeshFilter for retreiving the size of the Word-prefab - MeshRenderer targetMeshRenderer = this.GetComponent(); - Destroy(targetMeshRenderer); - //The child object for visualizing text is removed at runtime - var text = transform.FindChild("Text"); - if(text != null) - Destroy(text.gameObject); - } - } - - #endregion // UNITY_MONOBEHAVIOUR_METHODS - - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs deleted file mode 100644 index 104f9f0a6..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs +++ /dev/null @@ -1,22 +0,0 @@ -/*============================================================================== -Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This Component can be used to create new ImageTargets at runtime. It can be configured to start scanning automatically - /// or via a call from an external script. - /// Registered event handlers will be informed of changes in the frame quality as well as new TrackableSources - /// - public class UserDefinedTargetBuildingBehaviour : UserDefinedTargetBuildingAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs deleted file mode 100644 index 46a448b87..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs +++ /dev/null @@ -1,141 +0,0 @@ -/*=============================================================================== -Copyright (c) 2015-2016 PTC Inc. All Rights Reserved. Confidential and Proprietary - -Protected under copyright and other laws. -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -===============================================================================*/ - - -using System; -using UnityEngine; - -using Vuforia; - -public class VRIntegrationHelper : MonoBehaviour -{ - private static Matrix4x4 mLeftCameraMatrixOriginal; - private static Matrix4x4 mRightCameraMatrixOriginal; - - private static Camera mLeftCamera; - private static Camera mRightCamera; - - private static HideExcessAreaAbstractBehaviour mLeftExcessAreaBehaviour; - private static HideExcessAreaAbstractBehaviour mRightExcessAreaBehaviour; - - private static Rect mLeftCameraPixelRect; - private static Rect mRightCameraPixelRect; - - private static bool mLeftCameraDataAcquired = false; - private static bool mRightCameraDataAcquired = false; - - public bool IsLeft; - public Transform TrackableParent; - - void Awake() - { - GetComponent().fieldOfView = 90f; - } - - void Start() - { - VuforiaBehaviour.Instance.RegisterVuforiaStartedCallback(OnVuforiaStarted); - } - - void OnVuforiaStarted() - { - mLeftCamera = DigitalEyewearBehaviour.Instance.PrimaryCamera; - mRightCamera = DigitalEyewearBehaviour.Instance.SecondaryCamera; - - mLeftExcessAreaBehaviour = mLeftCamera.GetComponent(); - mRightExcessAreaBehaviour = mRightCamera.GetComponent(); - } - - void LateUpdate() - { - // to this only once per frame, not for both cameras - if (IsLeft) - { - if (mLeftCameraDataAcquired && mRightCameraDataAcquired) - { - // make sure the central anchor point is set to the latest head tracking pose: - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.localRotation = mLeftCamera.transform.localRotation; - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.localPosition = mLeftCamera.transform.localPosition; - - // temporarily set the primary and secondary cameras to their offset position and set the pixelrect they will have for rendering - Vector3 localPosLeftCam = mLeftCamera.transform.localPosition; - Rect leftCamPixelRect = mLeftCamera.pixelRect; - Vector3 leftCamOffset = mLeftCamera.transform.right.normalized * mLeftCamera.stereoSeparation * -0.5f; - mLeftCamera.transform.position = mLeftCamera.transform.position + leftCamOffset; - mLeftCamera.pixelRect = mLeftCameraPixelRect; - - Vector3 localPosRightCam = mRightCamera.transform.localPosition; - Rect rightCamPixelRect = mRightCamera.pixelRect; - Vector3 rightCamOffset = mRightCamera.transform.right.normalized * mRightCamera.stereoSeparation * 0.5f; - mRightCamera.transform.position = mRightCamera.transform.position + rightCamOffset; - mRightCamera.pixelRect = mRightCameraPixelRect; - - BackgroundPlaneBehaviour bgPlane = mLeftCamera.GetComponentInChildren(); - bgPlane.BackgroundOffset = mLeftCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position; - - mLeftExcessAreaBehaviour.PlaneOffset = mLeftCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position; - mRightExcessAreaBehaviour.PlaneOffset = mRightCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position; - - if (TrackableParent != null) - TrackableParent.localPosition = Vector3.zero; - - // update Vuforia explicitly - VuforiaBehaviour.Instance.UpdateState(false, true); - - if (TrackableParent != null) - TrackableParent.position += bgPlane.BackgroundOffset; - - // set the projection matrices for skewing - VuforiaBehaviour.Instance.ApplyCorrectedProjectionMatrix(mLeftCameraMatrixOriginal, true); - VuforiaBehaviour.Instance.ApplyCorrectedProjectionMatrix(mRightCameraMatrixOriginal, false); - -#if !(UNITY_5_2 || UNITY_5_1 || UNITY_5_0) // UNITY_5_3 and above - - // read back the projection matrices set by Vuforia and set them to the stereo cameras - // not sure if the matrices would automatically propagate between the left and right, so setting it explicitly twice - mLeftCamera.SetStereoProjectionMatrices(mLeftCamera.projectionMatrix, mRightCamera.projectionMatrix); - mRightCamera.SetStereoProjectionMatrices(mLeftCamera.projectionMatrix, mRightCamera.projectionMatrix); - -#endif - // reset the left camera - mLeftCamera.transform.localPosition = localPosLeftCam; - mLeftCamera.pixelRect = leftCamPixelRect; - - // reset the position of the right camera - mRightCamera.transform.localPosition = localPosRightCam; - mRightCamera.pixelRect = rightCamPixelRect; - } - } - } - - // OnPreRender is called once per camera each frame - void OnPreRender() - { - // on pre render is where projection matrix and pixel rect are set up correctly (for each camera individually) - // so we use this to acquire this data. - if (IsLeft && !mLeftCameraDataAcquired) - { - // at start matrix can be undefined - if (!VuforiaRuntimeUtilities.MatrixIsNaN(mLeftCamera.projectionMatrix)) - { - mLeftCameraMatrixOriginal = mLeftCamera.projectionMatrix; - mLeftCameraPixelRect = mLeftCamera.pixelRect; - mLeftCameraDataAcquired = true; - } - } - else if (!mRightCameraDataAcquired) - { - // at start matrix can be undefined - if (!VuforiaRuntimeUtilities.MatrixIsNaN(mRightCamera.projectionMatrix)) - { - mRightCameraMatrixOriginal = mRightCamera.projectionMatrix; - mRightCameraPixelRect = mRightCamera.pixelRect; - mRightCameraDataAcquired = true; - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs deleted file mode 100644 index 6cc77ad15..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs +++ /dev/null @@ -1,22 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using System.Text.RegularExpressions; -using UnityEngine; - -namespace Vuforia -{ - /// - /// The VideoBackgroundBehaviour class handles native video background rendering. - /// - [RequireComponent(typeof(Camera))] - public class VideoBackgroundBehaviour : VideoBackgroundAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs deleted file mode 100644 index de9c53dbc..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs +++ /dev/null @@ -1,41 +0,0 @@ -/*============================================================================== -Copyright (c) 2015 PTC Inc. All Rights Reserved. - -Copyright (c) 2014-2015 Qualcomm Connected Experiences, Inc. All Rights Reserved. - -Confidential and Proprietary - Protected under copyright and other laws. - -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -==============================================================================*/ - -using UnityEngine; -using System.Collections; - -namespace Vuforia -{ - /// - /// The VideoBackgroundManager class creates a texture which is used to - /// render video background using BTA. - /// - public class VideoBackgroundManager : VideoBackgroundManagerAbstractBehaviour - { - - private static VideoBackgroundManager mInstance = null; - - /// - /// A simple static singleton getter to the VideoBackgroundManager (if present in the scene) - /// Will return null if no VideoBackgroundManager has been instanciated in the scene. - /// - public static VideoBackgroundManager Instance - { - get - { - if (mInstance == null) - mInstance = FindObjectOfType(); - - return mInstance; - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs deleted file mode 100644 index 1640660b2..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs +++ /dev/null @@ -1,22 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This behaviour associates a Virtual Button with a game object. Use the - /// functionality in ImageTargetBehaviour to create and destroy Virtual Buttons - /// at run-time. - /// - public class VirtualButtonBehaviour : VirtualButtonAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs deleted file mode 100644 index c7ae80e70..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs +++ /dev/null @@ -1,20 +0,0 @@ -/*=============================================================================== -Copyright (c) 2016 PTC Inc. All Rights Reserved. - -Confidential and Proprietary - Protected under copyright and other laws. -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -===============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a VuMark template in the editor - /// as well as a tracked VuMark result at runtime - /// - public class VuMarkBehaviour : VuMarkAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs deleted file mode 100644 index e3b30c237..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs +++ /dev/null @@ -1,59 +0,0 @@ -/*============================================================================== -Copyright (c) 2016 PTC Inc. All Rights Reserved. - -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// The VuforiaBehaviour class handles tracking and triggers native video - /// background rendering. The class updates all Trackables in the scene. - /// - public class VuforiaBehaviour : VuforiaAbstractBehaviour - { - protected override void Awake() - { - IUnityPlayer unityPlayer = new NullUnityPlayer(); - - // instantiate the correct UnityPlayer for the current platform - if (Application.platform == RuntimePlatform.Android) - unityPlayer = new AndroidUnityPlayer(); - else if (Application.platform == RuntimePlatform.IPhonePlayer) - unityPlayer = new IOSUnityPlayer(); - else if (VuforiaRuntimeUtilities.IsPlayMode()) - unityPlayer = new PlayModeUnityPlayer(); - else if (VuforiaRuntimeUtilities.IsWSARuntime()) - { - unityPlayer = new WSAUnityPlayer(); - } - - SetUnityPlayerImplementation(unityPlayer); - - gameObject.AddComponent(); - - base.Awake(); - } - - private static VuforiaBehaviour mVuforiaBehaviour= null; - - /// - /// A simple static singleton getter to the VuforiaBehaviour (if present in the scene) - /// Will return null if no VuforiaBehaviour has been instanciated in the scene. - /// - public static VuforiaBehaviour Instance - { - get - { - if (mVuforiaBehaviour == null) - mVuforiaBehaviour = FindObjectOfType(); - - return mVuforiaBehaviour; - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs deleted file mode 100644 index 3c56dbb72..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs +++ /dev/null @@ -1,20 +0,0 @@ -/*============================================================================== -Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This MonoBehaviour manages the usage of a webcam for Play Mode in Windows or Mac. - /// - public class WebCamBehaviour : WebCamAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs deleted file mode 100644 index 638562e6e..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs +++ /dev/null @@ -1,142 +0,0 @@ -/*=============================================================================== -Copyright (c) 2016 PTC Inc. All Rights Reserved. - -Copyright (c) 2013-2015 Qualcomm Connected Experiences, Inc. All Rights Reserved. - -Confidential and Proprietary - Protected under copyright and other laws. -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -===============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// This script renders the mesh from the MeshFilter as wireframe. - /// This is mainly supposed to be used for visualization/debugging purpoes. It uses GL.LINES to draw the wireframe, - /// which is not very fast for larger meshes. - /// In order to draw large wireframe meshes in an app, it is recommended to use 3rd party libraries such as Vectrosity. - /// - public class WireframeBehaviour : MonoBehaviour - { - #region PUBLIC_MEMBERS - - public Material lineMaterial; - public bool ShowLines = true; - public Color LineColor = Color.green; - - #endregion // PUBLIC_MEMBERS - - - #region PRIVATE_MEMBERS - - private Material mLineMaterial; - - #endregion // PRIVATE_MEMBERS - - - #region UNITY_MONOBEHAVIOUR_METHODS - - void Start() - { - if (lineMaterial != null) - { - // We clone the material so to have a unique instance - // for each WireframeBehaviour instance - mLineMaterial = new Material(lineMaterial); - } - else - { - Debug.LogWarning ("Missing line material for wireframe rendering!"); - } - } - - void OnRenderObject () - { - // avoid lines being rendered in Background-camera - GameObject go = VuforiaManager.Instance.ARCameraTransform.gameObject; - Camera[] cameras = go.GetComponentsInChildren(); - bool valid = false; - foreach (Camera cam in cameras) - { - if(Camera.current == cam) - valid = true; - } - if(!valid) - return; - - if (!ShowLines) return; - - var mf = GetComponent(); - if (!mf) return; - - - if (mLineMaterial == null) - { - Debug.LogWarning ("Missing line material for wireframe rendering!"); - return; - } - - var mesh = mf.sharedMesh; - var vertices = mesh.vertices; - var triangles = mesh.triangles; - - GL.PushMatrix(); - GL.MultMatrix(transform.localToWorldMatrix); - - mLineMaterial.SetPass(0); - mLineMaterial.SetColor ("_Color", LineColor); - - GL.Begin(GL.LINES); - for (int i=0; i(); - if (!mf) return; - - Gizmos.matrix = Matrix4x4.TRS(gameObject.transform.position, gameObject.transform.rotation, gameObject.transform.lossyScale); - Gizmos.color = LineColor; - - var mesh = mf.sharedMesh; - if (mesh != null) - { - var vertices = mesh.vertices; - var triangles = mesh.triangles; - for (int i = 0; i < triangles.Length; i += 3) - { - var P0 = (vertices[triangles[i + 0]]); - var P1 = (vertices[triangles[i + 1]]); - var P2 = (vertices[triangles[i + 2]]); - - Gizmos.DrawLine(P0, P1); - Gizmos.DrawLine(P1, P2); - Gizmos.DrawLine(P2, P0); - } - } - } - } - - #endregion // UNITY_MONOBEHAVIOUR_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs deleted file mode 100644 index 176d8db66..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs +++ /dev/null @@ -1,125 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A custom handler that also hides the wireframe-renderer in the smart terrain - /// - public class WireframeTrackableEventHandler : MonoBehaviour, - ITrackableEventHandler - { - #region PRIVATE_MEMBER_VARIABLES - - private TrackableBehaviour mTrackableBehaviour; - - #endregion // PRIVATE_MEMBER_VARIABLES - - - - #region UNTIY_MONOBEHAVIOUR_METHODS - - void Start() - { - mTrackableBehaviour = GetComponent(); - if (mTrackableBehaviour) - { - mTrackableBehaviour.RegisterTrackableEventHandler(this); - } - } - - #endregion // UNTIY_MONOBEHAVIOUR_METHODS - - - - #region PUBLIC_METHODS - - /// - /// Implementation of the ITrackableEventHandler function called when the - /// tracking state changes. - /// - public void OnTrackableStateChanged( - TrackableBehaviour.Status previousStatus, - TrackableBehaviour.Status newStatus) - { - if (newStatus == TrackableBehaviour.Status.DETECTED || - newStatus == TrackableBehaviour.Status.TRACKED) - { - OnTrackingFound(); - } - else - { - OnTrackingLost(); - } - } - - #endregion // PUBLIC_METHODS - - - - #region PRIVATE_METHODS - - - private void OnTrackingFound() - { - Renderer[] rendererComponents = GetComponentsInChildren(true); - Collider[] colliderComponents = GetComponentsInChildren(true); - WireframeBehaviour[] wireframeComponents = GetComponentsInChildren(true); - - // Enable rendering: - foreach (Renderer component in rendererComponents) - { - component.enabled = true; - } - - // Enable colliders: - foreach (Collider component in colliderComponents) - { - component.enabled = true; - } - - // Enable wireframe rendering: - foreach (WireframeBehaviour component in wireframeComponents) - { - component.enabled = true; - } - - Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found"); - } - - - private void OnTrackingLost() - { - Renderer[] rendererComponents = GetComponentsInChildren(true); - Collider[] colliderComponents = GetComponentsInChildren(true); - WireframeBehaviour[] wireframeComponents = GetComponentsInChildren(true); - - // Disable rendering: - foreach (Renderer component in rendererComponents) - { - component.enabled = false; - } - - // Disable colliders: - foreach (Collider component in colliderComponents) - { - component.enabled = false; - } - - // Disable wireframe rendering: - foreach (WireframeBehaviour component in wireframeComponents) - { - component.enabled = false; - } - Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost"); - } - - #endregion // PRIVATE_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs deleted file mode 100644 index 474d9e7a5..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs +++ /dev/null @@ -1,18 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a Word in the editor - /// as well as a tracked Word result at runtime - /// - public class WordBehaviour : WordAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader deleted file mode 100644 index 443ca527c..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader +++ /dev/null @@ -1,52 +0,0 @@ -Shader "Custom/BrightTexture" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - } - SubShader { - - Pass{ - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - sampler2D _MainTex; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - float4 _MainTex_ST; - - v2f vert (appdata_base v) - { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); - return o; - } - - - half4 frag(v2f i) : COLOR - { - half4 c = tex2D (_MainTex, i.uv); - - float scale = 0.2f; - c.rgb = c.rgb * scale + 1.0f - scale; - - return c; - } - - ENDCG - } - } - - - - - FallBack "Diffuse" -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader deleted file mode 100644 index e33d36e0b..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader +++ /dev/null @@ -1,34 +0,0 @@ -Shader "ClippingMask" { - - SubShader { - // Render the mask after regular geometry and transparent things but - // but before any other overlays - - Tags {"Queue" = "Overlay-10" } - - // Turn off lighting, because it's expensive and the thing is supposed to be - // invisible anyway. - - Lighting Off - - // Draw into the depth buffer in the usual way. This is probably the default, - // but it doesn't hurt to be explicit. - - ZTest Always - ZWrite On - - // Draw black background into the RGBA channel - Color (0,0,0,0) - ColorMask RGBA - - // compare stencil buffer - Stencil { - Ref 0 - Comp Equal - } - - // Do nothing specific in the pass: - - Pass {} - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader deleted file mode 100644 index 3d2a0c105..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader +++ /dev/null @@ -1,14 +0,0 @@ -Shader "Custom/ColoredLines" { - Properties { - _Color ("Main Color", Color) = (1,1,1,1) - } - - SubShader { - Pass { - Lighting Off - Cull Off - Blend SrcAlpha OneMinusSrcAlpha - Color [_Color] - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader deleted file mode 100644 index e156baefb..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader +++ /dev/null @@ -1,30 +0,0 @@ -Shader "DepthMask" { - - SubShader { - // Render the mask after regular geometry, but before masked geometry and - // transparent things. - - Tags {"Queue" = "Geometry-10" } - - // Turn off lighting, because it's expensive and the thing is supposed to be - // invisible anyway. - - Lighting Off - - // Draw into the depth buffer in the usual way. This is probably the default, - // but it doesn't hurt to be explicit. - - ZTest LEqual - ZWrite On - - // Don't draw anything into the RGBA channels. This is an undocumented - // argument to ColorMask which lets us avoid writing to anything except - // the depth buffer. - - ColorMask 0 - - // Do nothing specific in the pass: - - Pass {} - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader deleted file mode 100644 index 265b7f341..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader +++ /dev/null @@ -1,18 +0,0 @@ -//Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -//All Rights Reserved. -//Confidential and Proprietary - Protected under copyright and other laws. -Shader "Custom/RenderVideoBackground" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - } - SubShader { - Tags {"Queue"="overlay+1" "RenderType"="overlay" } - Pass { - // Render the teapot - SetTexture [_MainTex] { - combine texture - } - } - } - FallBack "Diffuse" -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader deleted file mode 100644 index 90bb2eac7..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader +++ /dev/null @@ -1,23 +0,0 @@ -//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -//All Rights Reserved. -//Confidential and Proprietary - Protected under copyright and other laws. -Shader "Custom/Text3D" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _Color ("Text Color", Color) = (1,1,1,1) - } - - SubShader { - Tags { "Queue"="Geometry+1" "IgnoreProjector"="True" } - Lighting Off Offset -1, -1 ZTest LEqual ZWrite On Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - Pass { - Color [_Color] - SetTexture [_MainTex] { - combine primary, texture * primary - } - } - } - - -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VertexLitWithZ.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VertexLitWithZ.shader deleted file mode 100644 index 8539fef4c..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VertexLitWithZ.shader +++ /dev/null @@ -1,33 +0,0 @@ -//============================================================================== -//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -//All Rights Reserved. -//============================================================================== - -Shader "Transparent/VertexLit with Z" { -Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} -} - -SubShader { - Tags {"RenderType"="Transparent" "Queue"="Transparent"} - // Render into depth buffer only - Pass { - ColorMask 0 - } - // Render normally - Pass { - ZWrite On - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - Material { - Diffuse [_Color] - Ambient [_Color] - } - Lighting On - SetTexture [_MainTex] { - Combine texture * primary DOUBLE, texture * primary - } - } -} -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader deleted file mode 100644 index 768ef18b2..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader +++ /dev/null @@ -1,27 +0,0 @@ -//Copyright (c) 2014 Qualcomm Connected Experiences, Inc. -//All Rights Reserved. -//Confidential and Proprietary - Protected under copyright and other laws. -Shader "Custom/VideoBackground" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - } - SubShader { - Tags {"Queue"="geometry-11" "RenderType"="opaque" } - Pass { - ZWrite Off - Cull Off - Lighting Off - - Stencil { - Ref 250 - Comp Always - Pass Replace - } - - SetTexture [_MainTex] { - combine texture - } - } - } - FallBack "Diffuse" -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/CloudRecoTarget.png b/ARTraining/ChuYinAR/Assets/Vuforia/Textures/CloudRecoTarget.png deleted file mode 100644 index f69c55e6a..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/CloudRecoTarget.png and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/UserDefinedTarget.png b/ARTraining/ChuYinAR/Assets/Vuforia/Textures/UserDefinedTarget.png deleted file mode 100644 index 3a2d42c24..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/UserDefinedTarget.png and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/VideoBackground.png b/ARTraining/ChuYinAR/Assets/Vuforia/Textures/VideoBackground.png deleted file mode 100644 index d212ff095..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/VideoBackground.png and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/link.xml b/ARTraining/ChuYinAR/Assets/link.xml deleted file mode 100644 index 7fc8959a5..000000000 --- a/ARTraining/ChuYinAR/Assets/link.xml +++ /dev/null @@ -1,16 +0,0 @@ - - - - - - - - - - - - - - diff --git a/ARTraining/ChuYinAR/Assets/readme_SDK.txt b/ARTraining/ChuYinAR/Assets/readme_SDK.txt deleted file mode 100644 index 2874f5ae5..000000000 --- a/ARTraining/ChuYinAR/Assets/readme_SDK.txt +++ /dev/null @@ -1,12 +0,0 @@ -Vuforia Augmented Reality SDK Release Package -============================================== -Vuforia support Unity 5.2.4 or newer -To learn more about Vuforia, go to https://developer.vuforia.com/library/getting-started -To view the SDK license agreement, go to https://developer.vuforia.com/legal/vuforia-developer-agreement -To view the release notes, go to https://developer.vuforia.com/library/release-notes - -/*============================================================================ - Copyright (c) 2010-2015 PTC Inc. - All Rights Reserved. - Confidential and Proprietary - PTC Inc. - ============================================================================*/ diff --git a/ARTraining/ChuYinAR/ChuYinAR.sln b/ARTraining/ChuYinAR/ChuYinAR.sln deleted file mode 100644 index add9e06c3..000000000 --- a/ARTraining/ChuYinAR/ChuYinAR.sln +++ /dev/null @@ -1,52 +0,0 @@ -Microsoft Visual Studio Solution File, Format Version 11.00 -# Visual Studio 2008 - -Project("{0BC13280-EE29-4A55-3378-615C8A3868F3}") = "ChuYinAR", "Assembly-CSharp.csproj", "{88E0A0D4-9BD2-59DC-E50B-DE484D8BB346}" -EndProject -Project("{0BC13280-EE29-4A55-3378-615C8A3868F3}") = "ChuYinAR", "Assembly-CSharp-Editor.csproj", "{69B1B49A-A1DC-02C1-C362-3EE6B1ACD93A}" -EndProject -Project("{0BC13280-EE29-4A55-3378-615C8A3868F3}") = "ChuYinAR", "Assembly-UnityScript-Editor-firstpass.unityproj", "{E5A7F435-A775-9EE3-2B40-9EAF90D3BE39}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {88E0A0D4-9BD2-59DC-E50B-DE484D8BB346}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {88E0A0D4-9BD2-59DC-E50B-DE484D8BB346}.Debug|Any CPU.Build.0 = Debug|Any CPU - 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a/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset deleted file mode 100644 index cf3a1bf98..000000000 Binary files a/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset and /dev/null differ diff --git a/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset deleted file mode 100644 index 3513ded9c..000000000 Binary files a/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset and /dev/null differ diff --git a/ARTraining/ChuYinAR/ProjectSettings/ProjectVersion.txt b/ARTraining/ChuYinAR/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index 8a062e608..000000000 --- a/ARTraining/ChuYinAR/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1,2 +0,0 @@ -m_EditorVersion: 5.2.1f1 -m_StandardAssetsVersion: 0 diff --git a/ARTraining/ChuYinAR/ProjectSettings/QualitySettings.asset 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index f18061409..000000000 --- a/ARTraining/ChuYinAR/READEME.md +++ /dev/null @@ -1,2 +0,0 @@ -##初音未来AR小DEMO -![](https://github.com/XINCGer/Unity3DTraining/blob/master/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg) diff --git a/ARTraining/README.md b/ARTraining/README.md deleted file mode 100644 index 5907f4cb4..000000000 --- a/ARTraining/README.md +++ /dev/null @@ -1,5 +0,0 @@ -## AR小DEMO ->* [初音未来AR小DEMO](https://github.com/XINCGer/Unity3DTraining/tree/master/ARTraining/ChuYinAR) - - - diff --git a/AboutJob/README.md b/AboutJob/README.md index 3079aa3a2..ee32d2d96 100644 --- a/AboutJob/README.md +++ b/AboutJob/README.md @@ -3,11 +3,22 @@ ### 马三北漂记 >* [马三北漂记之马三的2018年总结](https://www.cnblogs.com/msxh/p/10085855.html) >* [【马三北漂记】之终章](https://www.cnblogs.com/msxh/p/11511043.html) ->* [马三的面试题整理](../Doc/马三的面试题整理.md) ->* [精选面试tips整理](https://github.com/XINCGer/Unity3DTraining/blob/master/Doc/interview_tip) >* [【马三沪漂浮生记】之见闻壹](https://www.cnblogs.com/msxh/p/11878018.html) +>* [【年终总结】马三京沪漂流记之2019年总结](https://www.cnblogs.com/msxh/p/12199226.html) ### 面试、笔试、简历 +>* [在线简历生成器](https://github.com/visiky/resume) +>* [马三的面试题整理](../Doc/马三的面试题整理.md) +>* [网络手游开发知识、技术与信息库,游戏研发技术从业者的导航地图](https://github.com/gonglei007/GameDevMind) +>* [海澜访谈录——对于负责招聘的HR,如果看待候选人的一些疑问解答?](https://aihailan.com/1189-2/) +>* [Unity面试题总结](https://github.com/Lafree317/Unity-InterviewQuestion) +>* [反向面试](https://github.com/yifeikong/reverse-interview-zh) +>* [那些头部游戏公司的面试经验!](https://mp.weixin.qq.com/s/yf3Mz78SnhpBGLyGxRrefw) +>* [2021年最新总结 500个常用数据结构,算法,算法导论,面试常用,大厂高级工程师整理总结](https://github.com/0voice/algorithm-structure) +>* [精选面试tips整理](https://github.com/XINCGer/Unity3DTraining/blob/master/Doc/interview_tip) +>* [水曜日鸡面试指南1——游戏开发社招求职面试指南①——前期准备](https://blog.csdn.net/j756915370/article/details/109688883) +>* [水曜日鸡面试指南2——游戏开发社招求职面试指南②——公司选择](https://blog.csdn.net/j756915370/article/details/109703611) +>* [水曜日鸡面试指南3——游戏开发社招求职面试指南③——面试总结](https://blog.csdn.net/j756915370/article/details/109901970) >* [简历编写注意事项.md](../Doc/简历编写注意事项.md) >* [技术面试与HR谈薪资技巧](https://mp.weixin.qq.com/s/MBgM6ds2TVIsK3hVxJ1Rqw) >* [冷熊简历](http://cv.ftqq.com/#) @@ -32,6 +43,10 @@ >* [金三银四,给面试者的十大建议](https://www.cnblogs.com/jay-huaxiao/p/12312846.html) >* [面试中更多会考核相关技能的项目经验——再论程序员该如何准备面试](https://www.cnblogs.com/JavaArchitect/p/12466948.html) >* [博主营地 | Unity3D 实用技巧 - 理论知识库(一)](https://mp.weixin.qq.com/s/lfBaUxhXjsZ64CxRrl-27A) +>* [三流大学和一流大学学生的简历有什么区别?](https://www.cnblogs.com/aobing/p/13716292.html) +>* [中国学历真相:非985、211真的没前途了吗?](https://mp.weixin.qq.com/s/YFvKuquGdD1-GQ4DJkH--Q) +>* [《剑指Offer》,《程序员代码面试指南》,Leetcode等算法题目集合](https://github.com/iwiniwin/Algorithm) +>* [算法(第四版)习题题解 C# 版](https://github.com/ikesnowy/Algorithms-4th-Edition-in-Csharp) ### 职场生存指南 >* [程序员找工作面试会遇到哪些坑(校招篇)](https://www.cnblogs.com/smyhvae/p/9587950.html) @@ -49,6 +64,9 @@ >* [中国最惨创业者:3年前我被投资人赶出公司,3年后让我赔3800万!](https://news.cnblogs.com/n/663839/) >* [期权到底是彩蛋,还是陷阱?](https://mp.weixin.qq.com/s/Hx_pw7m3kaAL-mZnftLuIA) >* [比996更可怕的是职场PUA](https://news.cnblogs.com/n/668050/) +>* [那些把公司当家的程序员,后来怎么样了?](https://www.cnblogs.com/pointers/p/14088264.html) +>* [年底晋升,全网最详细的通关指南来了!](https://www.cnblogs.com/luojunwu/p/14166109.html) +>* [国企生存感悟(必读篇)](https://www.cnblogs.com/dalianmaodada/p/14228098.html) ### 赚钱、买房、买车 >* [以写作为例说下IT人如何培养挣钱DNA](https://www.cnblogs.com/JavaArchitect/p/10223393.html) @@ -57,6 +75,7 @@ >* [我年薪60W,浑身没有超过100块的衣服:存钱,才是最顶级的自律](https://mp.weixin.qq.com/s/7_X_t3kQUZf1An9NDrj_5Q) >* [为什么我从来不教人赚钱](https://news.cnblogs.com/n/657820/) >* [只看到了别人28岁从字节跳动退休,背后的期权知识你知道吗?](https://www.cnblogs.com/siyuanwai/p/13187040.html) +>* [90后打工人:为了买小两居,爸妈打零工帮我凑首付](https://mp.weixin.qq.com/s/JOe8OzDK99w56fJAtELLPg) ### 关于IT培训那些事 >* [IT培训行业揭秘(一)](https://www.cnblogs.com/renyanlei/p/6089315.html) @@ -93,6 +112,10 @@ >* [风物长宜放眼量,人间正道是沧桑 - 一位北美 IT 技术人破局](https://www.cnblogs.com/cxuanBlog/p/12356142.html) >* [从草根到百万年薪程序员的二十年风雨之路](https://www.cnblogs.com/wucongzhou/p/12559202.html) >* [中国社会各阶级的分析](https://www.marxists.org/chinese/maozedong/marxist.org-chinese-mao-19251201.htm) +>* [浅谈程序员的“内卷化”](https://www.cnblogs.com/qinchaofeng/p/13963304.html) +>* [从软件公司的异同点讲起,聊聊未来的程序员该如何选公司和谋规划](https://www.cnblogs.com/JavaArchitect/p/14160277.html) +>* [年终总结,谈技术人如何做好沟通这件事儿](https://www.cnblogs.com/ztfjs/p/talking.html) +>* [再谈谈这个沉重的话题--程序员的出路](https://www.cnblogs.com/wyhszx/p/14812908.html) ### 养生与健身 >* [程序猿养生方法(每个程序员都应该看一看)](https://www.cnblogs.com/peiyu1988/p/9591378.html) @@ -111,6 +134,11 @@ >* [微软是一家养老公司?微软副总裁回应:员工能待20年我们很自豪](https://news.cnblogs.com/n/625254/) >* [回顾过去一年996的折磨](https://www.cnblogs.com/edison0621/p/11481572.html) >* [人生需要摸鱼时刻](https://mp.weixin.qq.com/s/HblKeKBYe3T4p1SaWVEqHA) +>* [我不是社畜,我是打工人](https://mp.weixin.qq.com/s/jrZmI8nqzbh_esVbvZOGNg) +>* [为什么当代生活会变成「一切皆可内卷」?](https://mp.weixin.qq.com/s/AbjgiYWZGnW_H_mI5vNOBA) +>* [漫画 | 人到中年,一地鸡毛](https://www.cnblogs.com/susouth/p/14184358.html) +>* [国内互联网公司为什么加班这么狠?](https://mp.weixin.qq.com/s/eOVeGe8Ie14ntYQloXi0Gg) +>* [“互联网留守儿童”:大厂员工的下一代](https://news.cnblogs.com/n/687546/) ### 互联网编年史2018 >* [魔都互联网人的2018:留下与离开,都不是意外](https://mp.weixin.qq.com/s/7wxN8osRmc86Mv7gJa48Vg) @@ -150,6 +178,16 @@ >* [丰巢和快递有恃无恐](https://news.cnblogs.com/n/661638/) >* [2020,我们公司就这样倒闭了](https://mp.weixin.qq.com/s/jNUr-XvJbzsC0oG6MgYgSA) >* [谁扼住了华为:美日半导体霸权的三张牌](https://news.cnblogs.com/n/669073/) +>* [一场“逃离蛋壳”的自救行动:租客、房东、供应商集体行动](https://news.cnblogs.com/n/677926/) +>* [“我被公司裁员,造假的老板居然还没坐牢?”](https://news.cnblogs.com/n/680931/) +>* [兽楼处:二十岁的眼泪](https://news.cnblogs.com/n/683113/) + +### 互联网编年史2021 +>* [拼多多回应23岁女员工凌晨猝死:急救6小时依然无效](https://news.cnblogs.com/n/684514/) +>* [我在拼多多的三年](https://www.leadroyal.cn/?p=1228) +>* [疫情下的后厂村:网易做核酸,我在写代码](https://mp.weixin.qq.com/s/mBSgb7KbEQY6-C7fg45NCg) +>* [我的年终奖,泡汤了](https://mp.weixin.qq.com/s/WikZy-VTMlJxjl2YpkYlqQ) +>* [我知道有中年危机,但没想到这么不堪](https://mp.weixin.qq.com/s/jdNav1uN7Xa_oO74778FOw) ### 吹牛灌水 >* [北上广深程序员,月薪三万不如狗](https://www.cnblogs.com/bianchengniuren/p/9971046.html) @@ -171,6 +209,12 @@ >* [为什么「狼性文化」里,狼越来越少,狗却越来越多? | 周末漫谈](https://mp.weixin.qq.com/s/rSEtgb6sPOV_Mk-faCMMLw) >* [北漂怎么漂回家](https://mp.weixin.qq.com/s/Rg1GlDiDYd1odlngt5HYEw) >* [!大部分程序员只会写3年代码](https://www.cnblogs.com/qing-gee/p/12522094.html) +>* [七年北漂落幕](https://www.cnblogs.com/chopper-poet/p/13462989.html) +>* [沉默的二本学生,才是基数最大的打工人](https://mp.weixin.qq.com/s/SGImiAR8bOrEYIExqvL-Mg) +>* [北上广没有靳东,四五线没有李诞](https://news.cnblogs.com/n/683463/) +>* [为了把游戏接口做进Windows 这位大佬干翻了微软的管理层](https://news.cnblogs.com/n/684227/) +>* [从ADSL拨号到100M光纤 — 捋一捋这些年陪伴我的那些网络设备](https://post.smzdm.com/p/527835/) +>* [关于光纤宽带技术,看这一篇就够啦!](https://zhuanlan.zhihu.com/p/40011697) --------------------------------------------------- 分割线 --------------------------------------------------- ## 法律法规相关 diff --git a/AboutSkill/README.md b/AboutSkill/README.md new file mode 100644 index 000000000..2bce97d31 --- /dev/null +++ b/AboutSkill/README.md @@ -0,0 +1,31 @@ +### 技能系统相关知识收集 + +#### 技术文章 +>* [游戏开发中的GamePlay技术专栏](https://www.zhihu.com/column/c_1253986063259426816) +>* [MMORPG技能系统:AOI、技能、Buff、子弹、特效、运动、动画...](https://mp.weixin.qq.com/s/XsIdVsOukU5HFku4dMuYZQ) +>* [基于行为树的MOBA技能系统:总目录](https://www.lfzxb.top/nkgmoba-totaltabs/) +>* [Unity怎么去实现ACT战斗?](https://mp.weixin.qq.com/s/MHPMqEl7cebUrSzz9HCLig) +>* [实现行为树黑板模块0GC赋值功能](https://zhuanlan.zhihu.com/p/205410980) +>* [Unity——技能系统(一)](https://www.cnblogs.com/littleperilla/p/15536595.html) +>* [Unity——技能系统(二)](https://www.cnblogs.com/littleperilla/p/15539394.html) +>* [Unity——技能系统(三)](https://www.cnblogs.com/littleperilla/p/15540767.html) +>* [如何做横版动作游戏的战斗系统!](https://mp.weixin.qq.com/s/anhJsgm59kd3Y907n61ESQ) +>* [技能编辑器的设计实现](https://zhuanlan.zhihu.com/p/158430393) +>* [用Unity制作一个极具扩展性的顶视角射击游戏战斗系统](https://zhuanlan.zhihu.com/p/416805924) + +#### 实现库 +>* [XMLib 动作游戏开发套件](https://github.com/XINCGer/Unity3DTraining/blob/master/AboutSkill/XMLib.md) +>* [一个基于Entity-Component模式的灵活、通用的战斗(技能)框架](https://github.com/m969/EGamePlay) +>* [Dota2 alike Skill System Implementation for KnightPhone](https://github.com/KrazyL/SkillSystem-3) +>* [A repository for creating Dota 2 Lua abilities](https://github.com/Elfansoer/dota-2-lua-abilities) +>* [c# AOI algorithm for cross linked list](https://github.com/qq362946/AOI) +>* [全新的技能系统](https://github.com/dreamanlan/CSharpGameFramework/blob/master/Doc/SkillDsl.txt) +>* [a roguelike framework for C# with ECS and Unity integration](https://github.com/azsdaja/Osnowa) +>* [XCSkillEditor_Unity](https://github.com/smartgrass/XCSkillEditor_Unity) +>* [MDDSkillEngine](https://gitee.com/flamesky/MDDSkillEngine) +>* [gameplay-ability-system-for-unity](https://github.com/No78Vino/gameplay-ability-system-for-unity) +>* [ActionEditor - unity技能编辑器,Buff编辑器,场景编辑器](https://github.com/NoBugCn/ActionEditor) + +#### 成品 +>* [用Unity做的一个类Moba游戏Demo](https://github.com/swordjoinmagic/MoBaDemo) +>* [NKGMobaBasedOnET](https://gitee.com/NKG_admin/NKGMobaBasedOnET) diff --git a/AboutSkill/XMLib.md b/AboutSkill/XMLib.md new file mode 100644 index 000000000..2af2d16ae --- /dev/null +++ b/AboutSkill/XMLib.md @@ -0,0 +1,10 @@ +### XMLib 动作游戏开发套件 + +* [XMLib 动作游戏开发套件](https://github.com/PxGame/XMLib.AM) +* [XMLib 第三方库](https://github.com/PxGame/XMLib.ThirdParty) +* [XMLib 公共库](https://github.com/PxGame/XMLib.Common) +* [XMLib.AM.Example](https://github.com/PxGame/XMLib.AM.Example) +* [XMLib 核心库](https://github.com/PxGame/XMLib.Core) +* [作者B站首页](https://space.bilibili.com/129426) +* [[开源]Unity技能编辑器演示(视频教程)](https://www.bilibili.com/video/BV1VZ4y1P7fE) +* [[开源]地图编辑器演示(视频教程)](https://www.bilibili.com/video/BV1vy4y1a7Ve) \ No newline at end of file diff --git a/BezierTest/README.md b/BezierTest/README.md index cc9c0c673..82ac8f7ff 100644 --- a/BezierTest/README.md +++ b/BezierTest/README.md @@ -1,6 +1,7 @@ ## 贝塞尔曲线研究 * [博客教程](http://www.cnblogs.com/msxh/p/6270468.html) +* [Bezier Curves](https://denisrizov.com/2016/06/02/bezier-curves-unity-package-included/) * 效果预览: ![ ](./Previews/1.png) ![ ](./Previews/2.png) diff --git a/CI/README.md b/CI/README.md index b075371a6..c75f3b78b 100644 --- a/CI/README.md +++ b/CI/README.md @@ -3,6 +3,7 @@ ### 持续集成与打包构建 * [Jenkins 介绍](https://www.w3cschool.cn/jenkins/jenkins-5h3228n2.html) * [Jenkins官方文档](https://jenkins.io/doc/) +* [Jenkins分布式与并行](https://www.cnblogs.com/rxysg/p/15681774.html) * [Unity3D研究院之Jenkins的使用](http://www.xuanyusong.com/archives/3349) * [Unity3D使用Jenkins进行自动打包](https://www.aliyun.com/jiaocheng/794551.html) * [Unity3D研究院之脚本批量打包渠道包研究](http://www.xuanyusong.com/archives/2418?utm_source=tuicool&utm_medium=referral) @@ -14,6 +15,150 @@ * [Unity一键打包ipa](https://www.jianshu.com/p/69a45ea56edf) * [Jenkins安装插件很慢的解决方法](https://www.cnblogs.com/shiyixirui/p/12888322.html) * [【打包构建】Mac下使用expect实现执行sudo命令时自动输入密码](https://www.cnblogs.com/msxh/p/13567400.html) +* [细数Mac安装Homebrew踩过的坑......](https://zhuanlan.zhihu.com/p/93092044) +* [Jenkins安装插件很慢的解决方案](https://www.cnblogs.com/shiyixirui/p/12888322.html) +* [Unity-MultiProcess-BuildPipeline多进程资源构建方案](https://github.com/jiangzhhhh/Unity-MultiProcess-BuildPipeline) +* [The new Asset Import Pipeline: Solid foundation for speeding up asset imports](https://blogs.unity3d.com/cn/2019/10/31/the-new-asset-import-pipeline-solid-foundation-for-speeding-up-asset-imports/) +* [Unity Command line arguments](https://docs.unity3d.com/Manual/CommandLineArguments.html) +* [解决Android SDK Manager无法更新下载](https://www.cnblogs.com/hackpig/p/8502851.html) +* [android sdk 无法更新,错误原因是dl.google.com的问题](https://blog.csdn.net/rdp1305442102/article/details/105535324) +* [Unity和AndroidStudio导出OBB和APK](https://mp.weixin.qq.com/s/0OPx53exekwqSVjkCQouag) +* [Android平台app打包时遇到的问题:从Could not resolve com.android.tools.build:gradle:3.0.0.说起](https://blog.csdn.net/weixin_42097173/article/details/80745044) +* [GitHub Actions 文档](https://docs.github.com/cn/actions/guides/about-packaging-with-github-actions) +* [macOS Catalina 使用Unity导出 android IL2cpp 包出现无法打开clang/clang++,因为无法验证开发者问题](https://blog.csdn.net/qq_33464225/article/details/109327555) +* [无法打开“clang”,因为无法确认开发者的身份](https://blog.csdn.net/hyb1234hi/article/details/106469613) +* [GitHub Actions 入门教程](http://www.ruanyifeng.com/blog/2019/09/getting-started-with-github-actions.html) +* [Github Action 精华指南](https://zhuanlan.zhihu.com/p/164744104) +* [Jenkins中上游项目并行后再触发下游项目,并传递参数](https://blog.csdn.net/weixin_42143550/article/details/102731248) +* [jenkins触发下游job,并传递参数](https://blog.csdn.net/wan_zaiyunduan/article/details/104291128) +* [【超详细】7z的详解和7z-zip的控制台参数说明](https://ssherun.blog.csdn.net/article/details/108372398) +* [Jenkins配置主从节点实例](https://blog.csdn.net/jackyzhousales/article/details/81840278) +* [jenkins配置从节点](https://www.cnblogs.com/jsonhc/p/7372359.html) +* [Jenkins 进阶篇 - 节点配置 ](https://www.cnblogs.com/liudecai/p/14931120.html) +* [Jenkins2权威指南1-基础知识与流水线执行流程](https://pdf.us/2019/11/27/3723.html) +* [Jenkins官方文档](https://www.jenkins.io/zh/doc/pipeline/tour/getting-started/) +* [幕后揭密:Unity工作流的速度提升](https://unity.cn/projects/behind-the-scenes-speeding-up-unity-workflows) +* [Cannot build Unity 2020 projects using command-line on macOS with Xcode 10 or 11](https://forum.unity.com/threads/cannot-build-unity-2020-projects-using-command-line-on-macos-with-xcode-10-or-11.1084085/) +* [Jenkins使用痛点小析](https://www.jianshu.com/p/000c2331b891) +* [Jenkins升级版本](https://www.cnblogs.com/QuestionsZhang/p/11178850.html) +* [Jenkins 主备master-slave模式搭建](https://www.cnblogs.com/zndxall/p/8297356.html) +* [Throttle Concurrent Builds](https://plugins.jenkins.io/throttle-concurrents/) +* [Scoring Load Balancer](https://plugins.jenkins.io/scoring-load-balancer/) +* [使用终端连接smb](https://www.jianshu.com/p/ed010606adc2) +* [iOS中关于苹果审核IPv6的问题](https://blog.csdn.net/u013602835/article/details/53505096) +* [【指南】本地如何搭建IPv6环境测试你的APP](https://mp.weixin.qq.com/s?__biz=MjM5OTM0MzIwMQ==&mid=2652545529&idx=5&sn=0d0323cfd40441eb49a6b7c6b3792bfb&scene=23&srcid=0613ZfE6L2COVxj3Lad9fIWm#rd) +* [使用Jenkins实现多平台并行集成](https://tonybai.com/2012/02/15/intergating-on-multiple-platforms-simultaneously-using-jenkins/) +* [Unity3D 适配IPV6](https://www.jianshu.com/p/44b04e7e4f4a/) +* [Unity and IPv6 Support](https://blog.unity.com/technology/unity-and-ipv6-support) +* [ios上如何将ipv4转化成ipv6](https://www.jianshu.com/p/ddc865b6be9b) +* [unity-ios-ipv6-ready](https://github.com/mopsicus/unity-ios-ipv6-ready) +* [ipv6地址后怎么加端口](https://www.west.cn/docs/63945.html) +* [谈一谈Unity 的 Scriptable Build Pipeline](https://zhuanlan.zhihu.com/p/366780685) +* [SBP官方文档](https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.19/manual/index.html) +* [【Unity】SBP - Scriptable Build Pipeline](https://zhuanlan.zhihu.com/p/369264807) +* [利用jenkins的 Active choises parameter插件进行动态参数选择](https://www.cnblogs.com/netsa/p/16086866.html) +* [Jenkins参数化构建犀利插件Active-Choices-Plugin](https://wiki.eryajf.net/pages/2075.html#_1-%E5%89%8D%E8%A8%80%E3%80%82) +* [Node and Label parameter](https://plugins.jenkins.io/nodelabelparameter/) +* [iOS开发-Xcode Debug、Release、Archive、Profile、Analyze概念解释](https://www.cnblogs.com/lxlx1798/articles/12923039.html) +* [Unity Cache Server了解和常见问题](https://codeantenna.com/a/lxoMLpvIFY) +* [Unity realtime log in command line (batchmode)](https://github.com/mr-kelly/unity_realtime_log) +* [Unity打包前进行编译检查](https://qiita.com/k7a/items/ef5753e736d288fecc89) +* [[Unity 3d] 编辑器程序集编译API - 笔记](https://www.jianshu.com/p/7ffca90fa853) +* [app开发者需要更新此app及Xcode13遇坑](https://www.jianshu.com/p/aa6ee74a2a05) +* [Unity 输出日志到命令行](https://networm.me/2019/05/19/unity-logfile-stdout/) +* [Executing groovy scripts on Jenkins' slaves](https://stackoverflow.com/questions/37144549/executing-groovy-scripts-on-jenkins-slaves) +* [RejectedAccessException: Scripts not permitted to use method jenkins.model.Jenkins getCloud](https://blog.csdn.net/chengguo570155/article/details/100908525) +* [Python发送企业微信消息](https://www.cnblogs.com/blog-for-me/p/14743237.html) +* [企业微信Jenkins构建通知插件](https://github.com/jenkinsci/qy-wechat-notification-plugin) +* [群机器人配置说明](https://developer.work.weixin.qq.com/document/path/91770) +* [Apple_mobile_device_types](https://gist.github.com/adamawolf/3048717) +* [Jenkins如何控制多个Job进行依赖(不允许同时出现资源争抢)](https://blog.csdn.net/Python_BT/article/details/123789858) +* [入域的Windows访问未入域的Samba服务](https://wenku.baidu.com/view/b2affeff83eb6294dd88d0d233d4b14e85243ebb.html) +* [Windows、Mac命令行连接SMB(带特殊字符、处理域用户、反斜杠)](https://www.jianshu.com/p/4c9535226329) +* [Failed to get socket connection from UnityShaderCompiler.exe shader compiler](https://gamedev.stackexchange.com/questions/150581/failed-to-get-socket-connection-from-unityshadercompiler-exe-shader-compiler-c) +* [Jenkins自动化部署报Failed to get socket connection from](https://blog.csdn.net/yuxikuo_1/article/details/86751113) +* [cmd命令执行结果赋值给变量](https://blog.csdn.net/yzpbright/article/details/122919406) +* [Windows wmic命令之process进程管理](https://blog.csdn.net/yetugeng/article/details/103615205) +* [window10设置开机后自启动.bat文件](https://www.cnblogs.com/longronglang/p/16265587.html) +* [通过applescript自动连接smb服务器](https://qastack.cn/apple/256716/why-mac-smb-connect-fails-with-login-from-cli-but-works-from-finder-and-with-guest-account) +* [在Mac的terminal下连接 SMB 共享的三种方法](https://www.jianshu.com/p/1ab7849a4e0e) +* [解决UnicodeEncodeError: ‘ascii’ codec can’t encode characters in position](https://www.cnblogs.com/sundahua/p/7248209.html) +* [Jenkins批量删除历史构建记录](https://blog.csdn.net/weixin_44024740/article/details/122698707) +* [java.lang.Exception: The server rejected the connection: None of the protocols were accepted](https://blog.csdn.net/weixin_30652897/article/details/99595373) +* [Java Cryptography Extension (JCE) Unlimited Strength Jurisdiction Policy Files 8 Download](https://www.oracle.com/java/technologies/javase-jce8-downloads.html) +* [Improvements to shader build times and memory usage in 2021 LTS](https://blog.unity.com/technology/2021-lts-improvements-to-shader-build-times-and-memory-usage) +* [AB打包参数DisableWriteTypeTree导致崩溃](https://www.cnblogs.com/ogaligong/p/15632366.html) +* [Openssl生成自签名证书,简单步骤](https://ningyu1.github.io/site/post/51-ssl-cert/) +* [How to trigger Jenkins Job with Bash Script](https://birolemekli.medium.com/how-to-trigger-jenkins-job-with-bash-script-8f3457d11efc) +* [史上最全 Jenkins Pipeline流水线详解](https://blog.csdn.net/LinkSLA/article/details/127655372) +* [jenkins在pipline中触发其他job](https://www.cnblogs.com/deny/p/15430246.html) +* [jenkins pipeline之如何串联多个Job](https://blog.csdn.net/wxt_hillwill/article/details/118730523) +* [teamcity-symbol-server](https://github.com/JetBrains/teamcity-symbol-server) + +#### iOS14无法安装企业应用 +* [关于iOS系统升级到iOS14企业APP出现无法安装解决方案](https://www.freesion.com/article/75671343499/) +* [iOS14无法安装企业自签名App案例](https://zhuanlan.zhihu.com/p/268075229) +* [关于iOS13升级到iOS14后企业应用通过itms-services无法安装问题的解决](https://blog.csdn.net/fpf1228/article/details/109453580) ### Asset Import Pipeline V2 * [Asset Import Pipeline V2相关知识](./AssetPiplineV2) + +### iOS TestFlight与上架 +* [iOS App 上架流程(新快捷版)(Xcode8.0以后)](https://www.jianshu.com/p/873d32a559a9) +* [TestFlight用法 包教包会(内部测试篇)](https://www.jianshu.com/p/4be185e4069c) +* [TestFlight使用之外部测试 包教包会](https://www.jianshu.com/p/c6411fbe5781) +* [Unity提审AppStore踏坑指南](https://shadowkong.com/archives/2173) + +### il2cpp +* [IL2CPP Overview](https://docs.unity3d.com/Manual/IL2CPP.html) +* [An introduction to IL2CPP internals](https://blog.unity.com/technology/an-introduction-to-ilcpp-internals?_ga=2.187282792.1133497839.1631591825-153368541.1631591825) +* [Unity将来时:IL2CPP是什么?](https://zhuanlan.zhihu.com/p/19972689) +* [简单了解Mono和IL2CPP](https://www.dazhuanlan.com/hj1234/topics/1288820) +* [用Unity制作游戏,你需要深入了解一下IL2CPP](http://www.gameres.com/339671.html) +* [关于优化的二三事:Unity 2020 LTS中的托管代码剥离](https://mp.weixin.qq.com/s/YlWLVJaHmZUCdXDdFwYz-A) +* [How to add compiler or linker flags for il2cpp invocation](https://answers.unity.com/questions/1610105/how-to-add-compiler-or-linker-flags-for-il2cpp-inv.html) +* [详解三大编译器:gcc、llvm 和 clang](https://zhuanlan.zhihu.com/p/357803433) + +### iOS重签名 +* [ios-app-signer](https://github.com/DanTheMan827/ios-app-signer) +* [iOS包重签名技术知识](https://juejin.cn/post/6844904050228461575) +* [iOS软件包ipa重签名详解](https://www.jianshu.com/p/609109d41628) + +### iOS 应用上传 +* [Xcode11 使用终端上传ipa](https://www.jianshu.com/p/56d57eef81de) +* [Xcode11 之后上传 ipa文件到APP store](https://www.jianshu.com/p/767ab0f5c8e9) +* [上传工具](https://help.apple.com/app-store-connect/#/devb1c185036) + +### ssh客户端 +* [tabby](https://github.com/Eugeny/tabby) +* [MobaXterm](https://mobaxterm.mobatek.net/) + +### FastBuild +* [fastbuild Github](https://github.com/fastbuild/fastbuild) +* [FastBuild](https://www.fastbuild.org/docs/home.html) +* [使用FASTBuild加速Unreal Engine编译](https://blog.csdn.net/cjw_soledad/article/details/117362397) +* [fastbuild support shader build](https://github.com/VicentChen/fastbuild-ue4.26.2/commit/f99dcc9ce698b92caa788016d72c1c29e18df751) +* [fastbuild compress compiled object](https://github.com/VicentChen/fastbuild-ue4.26.2/commit/280d92e19fce3af4ac86211f73aac317936f7afa) +* [保姆式教你使用FASTBuild对UE4进行联机编译](https://zhuanlan.zhihu.com/p/158400394) +* [Utility to build Visual Studio solutions and projects with FASTBuild, supports VS2015/2017/2019](https://github.com/LendyZhang/msfastbuild) +* [FASTBuild-Dashboard](https://github.com/hillin/FASTBuild-Dashboard) +* [使用Fastbuild加快UnrealEngine编译速度](https://blueroses.top/2021/11/04/shi-yong-fastbuild-jia-kuai-unrealengine-bian-yi-su-du/) +* [笔记_fastbuild](https://github.com/sbfhy/note_fastbuild/tree/master/files) +* [初识FASTBuild 一个大幅提升C/C++项目编译速度的分布式编译工具](https://www.cnblogs.com/tangxin-blog/p/8635438.html) + +### IncrediBuild +* [IncrediBuild 联合编译-教程](https://blog.csdn.net/longji/article/details/118211274) +* [IncrediBuild文档](https://docs.incredibuild.cn/win/latest/windows/index.html) + +### apple-silicon +* [apple-silicon](https://developer.apple.com/documentation/apple-silicon) + +### UE +* [Build Unreal Engine & games with Jenkins on GKE/GCE](https://github.com/falldamagestudio/UE-Jenkins-BuildSystem) + +### 加速构建 +* [利用多进程并行化加速Unity资源构建](https://blog.uwa4d.com/archives/USparkle_Multi_process.html) +* [multiprocess buildpipeline for unity](https://github.com/jiangzhhhh/Unity-MultiProcess-BuildPipeline) + +### Jam +* [Unity jam build system发展史](https://blog.csdn.net/weixin_41044151/article/details/118607654) diff --git a/CPlusPlus/README.md b/CPlusPlus/README.md new file mode 100644 index 000000000..9e383674a --- /dev/null +++ b/CPlusPlus/README.md @@ -0,0 +1,374 @@ +# C++实用仓库 +>* [详细的C/C++编程规范指南](https://github.com/Qihoo360/safe-rules) +>* [single_file_libs](https://github.com/nothings/single_file_libs) +>* [AwesomeCppGameDev](https://github.com/Caerind/AwesomeCppGameDev) +>* [A simple C++11 Thread Pool implementation](https://github.com/progschj/ThreadPool) +>* [C++ IPC Library](https://github.com/mutouyun/cpp-ipc) +>* [MiniScript](https://github.com/JoeStrout/miniscript) +>* [LANDrop](https://github.com/LANDrop/LANDrop) +>* [jit-tutorial](https://github.com/spencertipping/jit-tutorial) +>* [JSON for Modern C++](https://github.com/nlohmann/json) +>* [SQLiteCpp](https://github.com/SRombauts/SQLiteCpp) +>* [open-source binary diff, delta/differential compression tools](https://github.com/jmacd/xdelta) +>* [A Small C Compiler](https://github.com/rui314/8cc) +>* [The Polygon Mesh Processing Library](https://github.com/pmp-library/pmp-library) +>* [Bloaty McBloatface: a size profiler for binaries](https://github.com/google/bloaty) +>* [awesome-cpp](https://github.com/fffaraz/awesome-cpp) +>* [Lossy PNG compressor](https://github.com/kornelski/pngquant) +>* [Zopfli Compression Algorithm is a compression library programmed in C](https://github.com/google/zopfli) +>* [astc-codec](https://github.com/google/astc-codec) +>* [C/C++学习,后端开发进阶指南](https://github.com/balloonwj/CppGuide) +>* [C11 Lock-free Stack](https://github.com/skeeto/lstack) +>* [Minimal HMAC-SHA256 implementation in C / C++](https://github.com/h5p9sl/hmac_sha256) +>* [UNIX-like operating system written in C and C++](https://github.com/heatd/Onyx) +>* [A C++ library for interacting with JSON](https://github.com/open-source-parsers/jsoncpp) +>* [FlatBuffers: Memory Efficient Serialization Library](https://github.com/google/flatbuffers) +>* [recastnavigation](https://github.com/recastnavigation/recastnavigation) +>* [Read binary Excel files from C/C++](https://github.com/libxls/libxls) +>* [TrafficMonitor](https://github.com/zhongyang219/TrafficMonitor) +>* [Box2D is a 2D physics engine for games](https://github.com/erincatto/box2d) +>* [OpenSCAD - The Programmers Solid 3D CAD Modeller](https://github.com/openscad/openscad) +>* [FreeCAD](https://github.com/FreeCAD/FreeCAD) +>* [Lock-free ring buffer (MPSC)](https://github.com/rmind/ringbuf) +>* [Cap'n Proto serialization/RPC system - core tools and C++ library](https://github.com/capnproto/capnproto) +>* [video encryption for h264](https://github.com/jiulong80s/VIdeoEncryption) +>* [Trafficserver plugin drm 视频文件拖拽加减密处理 ---mp4](https://github.com/xieyugui/drm_mp4) +>* [FFmpeg](https://github.com/FFmpeg/FFmpeg) +>* [A cross platform OCR Library based on PaddleOCR & OnnxRuntime](https://github.com/RapidAI/RapidOCR) +>* [OCR离线图片文字识别命令行程序](https://github.com/hiroi-sora/PaddleOCR-json) +>* [A C++ High Performance Web Server](https://github.com/linyacool/WebServer) +>* [Edyn is a real-time physics engine organized as an ECS](https://github.com/xissburg/edyn) +>* [超轻量级中文ocr](https://github.com/DayBreak-u/chineseocr_lite) +>* [A CMake toolchain file for iOS, macOS, watchOS & tvOS C/C++/Obj-C++ development](https://github.com/leetal/ios-cmake) +>* [Mesh parameterization / UV unwrapping library](https://github.com/jpcy/xatlas) +>* [A small C compiler](https://github.com/rui314/chibicc) +>* [Spout plugin for Unity](https://github.com/keijiro/KlakSpout) +>* [Cross-platform internet download manager for HTTP(S), FTP(S), magnet-link, BitTorrent, ed2k, and online videos](https://github.com/filecxx/FileCentipede) +>* [lz4](https://github.com/lz4/lz4) +>* [Zstandard - Fast real-time compression algorithm](https://github.com/facebook/zstd) +>* [A high performance fiber RPC network framework. 高性能协程RPC网络框架](https://github.com/zavier-wong/acid) +>* [C++14 coroutine-based task library for games](https://github.com/westquote/SquidTasks) +>* [The MongoDB Database](https://github.com/mongodb/mongo) +>* [Emscripten: An LLVM-to-WebAssembly Compiler](https://github.com/emscripten-core/emscripten) +>* [KCP协议基本数据结构和算法介绍](https://github.com/frimin/learning-kcp-protocol) +>* [Corvusoft's Restbed framework brings asynchronous RESTful functionality to C++14 applications](https://github.com/Corvusoft/restbed) +>* [GPU time metric for Unity apps (currently limited to Android/GLES)](https://github.com/google/render-timing-for-unity) +>* [llvm-project](https://github.com/llvm/llvm-project) +>* [SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API](https://github.com/google/swiftshader) +>* [ios-app-signer](https://github.com/DanTheMan827/ios-app-signer) +>* [TTToolbox provides useful helper scripts to automate your character integration workflows in Unreal Engine](https://github.com/tuatec/TTToolbox) +>* [Automatic Differentiation in Geometry Processing Made Simple](https://github.com/patr-schm/TinyAD) +>* [Blazing fast memory allocator designed for video games meets .NET](https://github.com/nxrighthere/Smmalloc-CSharp) +>* [RT-Thread is an open source IoT operating system](https://github.com/RT-Thread/rt-thread) +>* [A C++20 coroutine implementation for Unreal Engine 5](https://github.com/landelare/ue5coro) +>* [🔍 A Hex Editor for Reverse Engineers, Programmers and people who value their retinas when working at 3 AM](https://github.com/WerWolv/ImHex) +>* [The fastest C JSON library](https://github.com/ibireme/yyjson) +>* [OOMDetector](https://github.com/Tencent/OOMDetector) +>* [腾讯柠檬清理](https://github.com/Tencent/lemon-cleaner) +>* [stb single-file public domain libraries for C/C++](https://github.com/nothings/stb) +>* [BS::thread_pool: a fast, lightweight, and easy-to-use C++17 thread pool library](https://github.com/bshoshany/thread-pool) +>* [Library for collision detection between two convex shapes](https://github.com/danfis/libccd) +>* [A native alternative to the heavy Electron Unity Hub, written in C++](https://github.com/Ravbug/UnityHubNative) +>* [Emscripten: An LLVM-to-WebAssembly Compiler](https://github.com/emscripten-core/emscripten) +>* [A fast file search utility for Unix-like systems based on GTK+3](https://github.com/cboxdoerfer/fsearch) +>* [asio](https://github.com/chriskohlhoff/asio) +>* [C/C++ Performance Profiler](https://github.com/google/orbit) +>* [A CMake toolchain file for iOS, macOS, watchOS & tvOS C/C++/Obj-C++ development](https://github.com/leetal/ios-cmake) +>* [The fastest and most memory efficient lattice Boltzmann CFD software](https://github.com/ProjectPhysX/FluidX3D) +>* [A professional cross-platform SSH/Sftp/Shell/Telnet/Serial terminal](https://github.com/kingToolbox/WindTerm) +>* [imgui](https://github.com/ocornut/imgui) +>* [Combustion engine simulator that generates realistic audio](https://github.com/ange-yaghi/engine-sim) +>* [An implementation of radix heap](https://github.com/iwiwi/radix-heap) +>* [tinyrenderer](https://github.com/ssloy/tinyrenderer) +>* [OpenGL 4.6 on Metal](https://github.com/openglonmetal/MGL) +>* [A high performance layer 4 load balancer](https://github.com/facebookincubator/katran) +>* [简易十字链表AOI(Area Of Interest)算法实现](https://github.com/CandyMi/aoi-c) +>* [A BSD-based OS project that aims to provide an experience like and some compatibility with macOS](https://github.com/ravynsoft/ravynos) +>* [Cemu is a Wii U emulator](https://github.com/cemu-project/Cemu) +>* [aria2 - The ultra fast download utility](https://github.com/aria2/aria2) +>* [sanitizers](https://github.com/google/sanitizers) +>* [Metareflect is a lightweight reflection system for C++, based on LLVM and Clangs libtooling](https://github.com/Leandros/metareflect) +>* [Reactive programming & data binding in C++](https://github.com/KDAB/KDBindings) +>* [A simple C++11 Thread Pool implementation(改进版)](https://github.com/log4cplus/ThreadPool) +>* [A simple C++11 Thread Pool implementation(原版)](https://github.com/progschj/ThreadPool) +>* [An NES emulator in C++](https://github.com/amhndu/SimpleNES) +>* [libfv is C++20 header-only network library, support TCP/SSL/Http/websocket server and client](https://github.com/fawdlstty/libfv) +>* [xxHash doc](http://cyan4973.github.io/xxHash/) +>* [xxHash Extremely fast non-cryptographic hash algorithm](https://github.com/Cyan4973/xxHash) +>* [gfx - A minimalist and easy to use graphics API](https://github.com/gboisse/gfx) +>* [Cross-platform asynchronous I/O](https://github.com/libuv/libuv) +>* [Cross-platform user-friendly xlsx library for C++11](https://github.com/tfussell/xlnt) +>* [Single file collision detection and dynamics library](https://github.com/mackron/miniphysics) +>* [C++ header-only library for generic data validation](https://github.com/evgeniums/cpp-validator) +>* [A General-purpose Parallel and Heterogeneous Task Programming System](https://github.com/taskflow/taskflow) +>* [nanoflann: a C++11 header-only library for Nearest Neighbor (NN) search with KD-trees](https://github.com/jlblancoc/nanoflann) +>* [The Boehm-Demers-Weiser conservative C/C++ Garbage Collector (bdwgc, also known as bdw-gc, boehm-gc, libgc)](https://github.com/ivmai/bdwgc) +>* [HAP video player plugin for Unity](https://github.com/keijiro/KlakHap) +>* [langcc: A Next-Generation Compiler Compiler](https://github.com/jzimmerman/langcc) +>* [Collection of various algorithms in mathematics, machine learning, computer science and physics implemented in C++ for educational purposes](https://github.com/TheAlgorithms/C-Plus-Plus) +>* [JoltPhysics C# bindings](https://github.com/amerkoleci/JoltPhysicsSharp) +>* [Real-time GUI layout designer for Dear ImGui](https://github.com/Raais/ImStudio) +>* [A flexible tool for redirecting a given program's TCP traffic to SOCKS5 or HTTP proxy](https://github.com/hmgle/graftcp) +>* [A fast entity component system (ECS) for C & C++](https://github.com/SanderMertens/flecs) +>* [The POCO C++ Libraries are powerful cross-platform C++ libraries for building network- and internet-based applications that run on desktop, server, mobile, IoT, and embedded systems.](https://github.com/pocoproject/poco) +>* [Small, portable implementation of the C11 threads API](https://github.com/tinycthread/tinycthread) +>* [A tiny, URL-friendly, unique string ID generator for C++, implementation of ai's nanoid](https://github.com/mcmikecreations/nanoid_cpp) +>* [Webots Robot Simulator](https://github.com/cyberbotics/webots) +>* [SML: C++14 State Machine Library](https://github.com/boost-ext/sml) +>* [EASTL](https://github.com/electronicarts/EASTL) +>* [udp2raw](https://github.com/wangyu-/udp2raw) +>* [uSockets-Miniscule cross-platform eventing, networking & crypto for async applications](https://github.com/uNetworking/uSockets) +>* [DearPyGui](https://github.com/hoffstadt/DearPyGui) +>* [hash_table](https://github.com/anholt/hash_table) +>* [rts-path-finding](https://github.com/guinzoo/rts-path-finding) +>* [kdtree-cpp](https://github.com/cdalitz/kdtree-cpp) +>* [Argument Parser for Modern C++](https://github.com/p-ranav/argparse) +>* [Triton Python, C++ and Java client libraries, and GRPC-generated client](https://github.com/triton-inference-server/client) +>* [cpp-btree(Modern C++ B-tree containers)](https://github.com/Kronuz/cpp-btree) +>* [Gource-software version control visualization](https://github.com/acaudwell/Gource) +>* [tinyexpr-plusplus(Tiny recursive descent expression parser, compiler, and evaluation engine for math expressions in C++)](https://github.com/Blake-Madden/tinyexpr-plusplus) +>* [yasio(A multi-platform support c++11 library with focus on asio (asynchronous socket I/O) for any client applications)](https://github.com/yasio/yasio) +>* [Good Game, Peace Out Rollback Network SDK](https://github.com/pond3r/ggpo) +>* [STX-C++17 & C++ 20 error-handling and utility extensions](https://github.com/lamarrr/STX) +>* [flatbuffers](https://github.com/google/flatbuffers) +>* [uvw-Header-only, event based, tiny and easy to use libuv wrapper in modern C++](https://github.com/skypjack/uvw) +>* [minicoro-Single header asymmetric stackful cross-platform coroutine library in pure C](https://github.com/edubart/minicoro) +>* [foundationdb-FoundationDB - the open source, distributed, transactional key-value store](https://github.com/apple/foundationdb) +>* [simplecpp-C++ preprocessor](https://github.com/danmar/simplecpp) +>* [stdexec-`std::execution`, the proposed C++ framework for asynchronous and parallel programming](https://github.com/NVIDIA/stdexec) +>* [voronoi-A C implementation for creating 2D voronoi diagrams](https://github.com/JCash/voronoi) +>* [linmath.h-a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions](https://github.com/datenwolf/linmath.h) +>* [c89str-C89-compatible, single file, public domain string library](https://github.com/mackron/c89str) +>* [earcut.hpp-Fast, header-only polygon triangulation](https://github.com/mapbox/earcut.hpp) +>* [byopen-🎉A dlopen library that bypasses mobile system limitation](https://github.com/hack0z/byopen) +>* [lnav-Log file navigator](https://github.com/tstack/lnav) +>* [renderdoc-RenderDoc is a stand-alone graphics debugging tool](https://github.com/baldurk/renderdoc) +>* [hshg-2D Hierarchical Spatial Hash Grid written in C](https://github.com/supahero1/hshg) +>* [brpc](https://github.com/apache/brpc) +>* [gc-Simple, zero-dependency garbage collection for C](https://github.com/mkirchner/gc) +>* [libtree-ldd as a tree](https://github.com/haampie/libtree) +>* [sokol-minimal cross-platform standalone C headers](https://github.com/floooh/sokol) +>* [Num-Single file header only C++ implementation of BigInteger](https://github.com/983/Num) +>* [box2d-Box2D is a 2D physics engine for games](https://github.com/erincatto/box2d) +>* [movfuscator-The single instruction C compiler](https://github.com/Battelle/movfuscator) +>* [Melon-A generic cross-platform asynchronous high-performance C framework](https://github.com/Water-Melon/Melon) +>* [ugc-A single-header incremental garbage collector library](https://github.com/bullno1/ugc) +>* [sol2-C++ library binding to Lua](https://github.com/ThePhD/sol2) +>* [OcclusionCulling](https://github.com/GameTechDev/OcclusionCulling) +>* [fluxsort-A branchless stable quicksort / mergesort hybrid](https://github.com/scandum/fluxsort) +>* [yalantinglibs-A collection of C++20 libraries, include async_simple, coro_rpc and struct_pack](https://github.com/alibaba/yalantinglibs) +>* [hashcat-World's fastest and most advanced password recovery utility](https://github.com/hashcat/hashcat) +>* [nvtop-GPUs process monitoring for AMD, Intel and NVIDIA](https://github.com/Syllo/nvtop) +>* [fast_io-Significantly faster input/output for C++20](https://github.com/cppfastio/fast_io) +>* [librg-🚀 Making multi-player gamedev simpler since 2017](https://github.com/zpl-c/librg) +>* [zpl-📐 Pushing the boundaries of simplicity](https://github.com/zpl-c/zpl) +>* [GameNetworkingSockets](https://github.com/ValveSoftware/GameNetworkingSockets) +>* [msquic-Cross-platform, C implementation of the IETF QUIC protocol, exposed to C, C++, C# and Rust](https://github.com/microsoft/msquic) +>* [crossguid-Lightweight cross platform C++ GUID/UUID library](https://github.com/graeme-hill/crossguid) +>* [asio2-Header only c++ network library](https://github.com/zhllxt/asio2) +>* [async_simple - 阿里巴巴开源的轻量级C++异步框架](https://github.com/alibaba/async_simple) +>* [compressonator-Tool suite for Texture and 3D Model Compression, Optimization and Analysis using CPUs, GPUs and APUs](https://github.com/GPUOpen-Tools/compressonator) +>* [date-A date and time library based on the C++11/14/17 header](https://github.com/HowardHinnant/date) +>* [cute_headers-Collection of cross-platform one-file C/C++ libraries with no dependencies, primarily used for games](https://github.com/RandyGaul/cute_headers) +>* [meta-Header-only, non-intrusive and macro-free runtime reflection system in C++](https://github.com/skypjack/meta) +>* [A tiny C++ obfuscation framework](https://github.com/fritzone/obfy) +>* [libsodium-A modern, portable, easy to use crypto library](https://github.com/jedisct1/libsodium) +>* [cc compare-一款可替换beycond compare, 免费使用的代码同步对比工具](https://github.com/cxasm/cc-compare) +>* [minivm-A VM That is Dynamic and Fast](https://github.com/FastVM/minivm) +>* [dbg-macro A dbg(…) macro for C++](https://github.com/sharkdp/dbg-macro) +>* [async.h-Stackless Async Subroutines for C](https://github.com/naasking/async.h) +>* [pybind11](https://github.com/pybind/pybind11) +>* [Crow-A Fast and Easy to use microframework for the web](https://github.com/CrowCpp/Crow) +>* [ice - Comprehensive RPC framework with support for C++, C#, Java, JavaScript, Python and more](https://github.com/zeroc-ice/ice) +>* [smap-DLL scatter manual mapper](https://github.com/btbd/smap) +>* [UnityRenderStreaming](https://github.com/Luis797/UnityRenderStreaming) +>* [yoga - a cross-platform layout engine which implements Flexbox](https://github.com/facebook/yoga) +>* [cpp-lazy](https://github.com/MarcDirven/cpp-lazy) +>* [cpp-rotor](https://github.com/basiliscos/cpp-rotor) +>* [rres - A simple and easy-to-use file-format to package resources](https://github.com/raysan5/rres) +>* [raylib - A simple and easy-to-use library to enjoy videogames programming](https://github.com/raysan5/raylib) +>* [CV-CUDA](https://github.com/CVCUDA/CV-CUDA) +>* [terminalvideoplayer](https://github.com/TheRealOrange/terminalvideoplayer) +>* [rsync](https://github.com/WayneD/rsync) +>* [c11threads](https://github.com/jtsiomb/c11threads) +>* [firebuild](https://github.com/firebuild/firebuild) +>* [fiber-job-system](https://github.com/Freeeaky/fiber-job-system) +>* [pcileech-Direct Memory Access (DMA) Attack Software](https://github.com/ufrisk/pcileech) +>* [azerothcore-wotlk - Complete Open Source and Modular solution for MMO](https://github.com/azerothcore/azerothcore-wotlk) +>* [brotli - Brotli compression format](https://github.com/google/brotli) +>* [C++ header-only fixed-point math library](https://github.com/MikeLankamp/fpm) +>* [spdlog - Fast C++ logging library](https://github.com/gabime/spdlog) +>* [Motion-Matching](https://github.com/orangeduck/Motion-Matching) +>* [tinyobjloader](https://github.com/tinyobjloader/tinyobjloader) +>* [egos-2000 A minimal operating system (2K LOC) on QEMU and a RISC-V board](https://github.com/yhzhang0128/egos-2000) +>* [libcoro C++20 coroutine library](https://github.com/jbaldwin/libcoro) +>* [matxscript - A high-performance, extensible Python AOT compiler](https://github.com/bytedance/matxscript) +>* [workflow - C++ Parallel Computing and Asynchronous Networking Engine](https://github.com/sogou/workflow) +>* [Simd - C++ image processing and machine learning library with using of SIMD](https://github.com/ermig1979/Simd) +>* [stacktrace - C++ library for storing and printing backtraces](https://github.com/boostorg/stacktrace) +>* [FFSM2-High-Performance Flat Finite State Machine Framework](https://github.com/andrew-gresyk/FFSM2) +>* [fast-hash](https://github.com/ztanml/fast-hash) +>* [sse2neon - A translator from Intel SSE intrinsics to Arm/Aarch64 NEON implementation](https://github.com/DLTcollab/sse2neon) +>* [zxing-cpp(C++ port of ZXing)](https://github.com/zxing-cpp/zxing-cpp) +>* [rang-A Minimal, Header only Modern c++ library for terminal goodies](https://github.com/agauniyal/rang) +>* [yue - A library for creating native cross-platform GUI apps](https://github.com/yue/yue) +>* [std-simd](https://github.com/VcDevel/std-simd) +>* [nsjail - 一个轻量级的进程隔离工具](https://github.com/google/nsjail) +>* [darktable - darktable is an open source photography workflow application and raw developer](https://github.com/darktable-org/darktable) +>* [MemoryModule - Library to load a DLL from memory](https://github.com/fancycode/MemoryModule) +>* [ApkDiffPatch](https://github.com/sisong/ApkDiffPatch) +>* [dumplib - Import library generator for x86 PE files](https://github.com/Mattiwatti/dumplib) +>* [btop - A monitor of resources](https://github.com/aristocratos/btop) +>* [Inject-dll-by-APC](https://github.com/3gstudent/Inject-dll-by-APC) +>* [cstl - C STL - a Server Toolbox Library for C, including JSON processing, hash maps, dynamic arrays, binary strings and more](https://github.com/facil-io/cstl) +>* [NumCpp](https://github.com/dpilger26/NumCpp) +>* [minicoro - Single header stackful cross-platform coroutine library in pure C](https://github.com/edubart/minicoro) +>* [astc-encoder](https://github.com/ARM-software/astc-encoder) +>* [ProcessHider](https://github.com/M00nRise/ProcessHider) +>* [VMPilot - VMPilot: A Modern C++ Virtual Machine SDK](https://github.com/25077667/VMPilot) +>* [eventbus - A simple, header only event bus library written in modern C++17](https://github.com/DeveloperPaul123/eventbus) +>* [pipe - Fundational library of cross-platform features](https://github.com/PipeRift/pipe) +>* [InterSpec - spectral radiation analysis software](https://github.com/sandialabs/InterSpec) +>* [PhaseBetweener](https://github.com/pauzii/PhaseBetweener) +>* [process_ghosting](https://github.com/hasherezade/process_ghosting) +>* [EABase](https://github.com/electronicarts/EABase) +>* [lua-lz4](https://github.com/witchu/lua-lz4) +>* [ffmpeg.wasm](https://github.com/ffmpegwasm/ffmpeg.wasm) +>* [wxWidgets - Cross-Platform C++ GUI Library](https://github.com/wxWidgets/wxWidgets) +>* [blazingmq - A modern high-performance open source message queuing system](https://github.com/bloomberg/blazingmq) +>* [epoller - epoll implementation for connections in Linux, MacOS and Windows](https://github.com/smallnest/epoller) +>* [nolimix86 - x86 virtual machine with unlimited registers](https://github.com/francisvm/nolimix86) +>* [sparsehash - C++ associative containers](https://github.com/sparsehash/sparsehash) +>* [NanoSockets - Lightweight UDP sockets abstraction for rapid implementation of message-oriented protocols](https://github.com/nxrighthere/NanoSockets) +>* [CppDelegates - Single C++ header/source file that implements modern delegates](https://github.com/simco50/CppDelegates) +>* [sizer - Win32/64 executable size reporting](https://github.com/aras-p/sizer) +>* [Effekseer](https://github.com/effekseer/Effekseer) +>* [c_math_library - Highly optimized, single-header, 3D math library written in C](https://github.com/pbotmeyertron/c_math_library) +>* [decenc - Binary-to-text encoding/decoding algorithms implemented in C++](https://github.com/serge1/decenc) +>* [jank - A Clojure dialect hosted on LLVM with native C++ interop](https://github.com/jank-lang/jank) +>* [RawTherapee - A powerful cross-platform raw photo processing program](https://github.com/Beep6581/RawTherapee) +>* [CefViewCore - A common library providing clean and easy consuming of CEF](https://github.com/CefView/CefViewCore) +>* [cppLox - A tree-walker && virtual-machine && JIT interpreter for Lox language](https://github.com/edimetia3d/cppLox) +>* [iPlug2 - C++ Audio Plug-in Framework for desktop, mobile and web](https://github.com/iPlug2/iPlug2) +>* [coost - A tiny boost library in C++11](https://github.com/idealvin/coost) +>* [primihub - 由密码学专家团队打造的开源隐私计算平台](https://github.com/primihub/primihub) +>* [ufbx - Single source file FBX loader](https://github.com/ufbx/ufbx) +>* [sqlite_zstd_vfs](https://github.com/mlin/sqlite_zstd_vfs) +>* [sonobus](https://github.com/sonosaurus/sonobus) +>* [musializer - Music Visualizer](https://github.com/tsoding/musializer) +>* [react-native - A framework for building native applications using React](https://github.com/facebook/react-native) +>* [sol2 - C++ <-> Lua API wrapper](https://github.com/ThePhD/sol2) +>* [OpenUSD - Universal Scene Description](https://github.com/PixarAnimationStudios/OpenUSD) +>* [arrow - Apache Arrow is a multi-language toolbox for accelerated data interchange and in-memory processing](https://github.com/apache/arrow) +>* [cosmopolitan - build-once run-anywhere c library](https://github.com/jart/cosmopolitan) +>* [UnityCapture](https://github.com/schellingb/UnityCapture) +>* [Sourcetrail - free and open-source interactive source explorer](https://github.com/CoatiSoftware/Sourcetrail) +>* [tracy - Frame profiler](https://github.com/wolfpld/tracy) +>* [optick - C++ Profiler For Games](https://github.com/bombomby/optick) +>* [physfs - A portable, flexible file i/o abstraction](https://github.com/icculus/physfs) +>* [IPC - Microsoft](https://github.com/microsoft/IPC) +>* [cista - Cista is a simple, high-performance, zero-copy C++ serialization & reflection library](https://github.com/felixguendling/cista) +>* [async - Coroutines for C++20 & asio](https://github.com/klemens-morgenstern/async) +>* [deterministic_float - 高性能、一致性计算的软件浮点数](https://github.com/devlinzhou/deterministic_float) +>* [libaudiodecoder - The Cross-Platform Audio Decoder API](https://github.com/asantoni/libaudiodecoder) +>* [kuma - A network library implemented in C++](https://github.com/Jamol/kuma) +>* [wepoll: fast epoll for windows](https://github.com/piscisaureus/wepoll) +>* [CVector](https://github.com/rswinkle/CVector) +>* [type_list](https://github.com/marzer/type_list) +>* [mpv - 🎥 Command line video player](https://github.com/mpv-player/mpv) +>* [smhasher - Hash function quality and speed tests](https://github.com/rurban/smhasher) +>* [openh264 - Open Source H.264 Codec](https://github.com/cisco/openh264) +>* [cpp-dump](https://github.com/philip82148/cpp-dump) +>* [aseprite - Animated sprite editor & pixel art tool](https://github.com/aseprite/aseprite) +>* [OrangeC - OrangeC Compiler And Tool Chain](https://github.com/LADSoft/OrangeC) +>* [docopt.cpp - C++11 port of docopt](https://github.com/docopt/docopt.cpp) +>* [IconFontCppHeaders](https://github.com/juliettef/IconFontCppHeaders) +>* [eventpp - Event Dispatcher and callback list for C++](https://github.com/wqking/eventpp) +>* [httpserver.h - Single header library for writing non-blocking HTTP servers in C](https://github.com/jeremycw/httpserver.h) +>* [cereal - A C++11 library for serialization](https://github.com/USCiLab/cereal) +>* [hashmap.c](https://github.com/tidwall/hashmap.c) +>* [BVHView - A simple viewer for the .bvh animation file format](https://github.com/orangeduck/BVHView) +>* [mpsc-queue - A C11 implementation of D. Vyukov MPSC queue](https://github.com/grivet/mpsc-queue) +>* [libvfs - Small module based vfs library in c](https://github.com/topfs2/libvfs) +>* [draco - Draco is a library for compressing and decompressing 3D geometric meshes and point clouds](https://github.com/google/draco) +>* [velox - A C++ vectorized database acceleration library](https://github.com/facebookincubator/velox) +>* [loguru - A lightweight C++ logging library](https://github.com/emilk/loguru) +>* [tinyexpr - tiny recursive descent expression parser, compiler, and evaluation engine for math expressions](https://github.com/codeplea/tinyexpr) +>* [microps - An implementation of a small TCP/IP protocol stack for learning](https://github.com/pandax381/microps) +>* [httpserver - Http server is written on C++14 language](https://github.com/awwit/httpserver) +>* [assimp - The official Open-Asset-Importer-Library Repository](https://github.com/assimp/assimp) +>* [uthash - C macros for hash tables and more](https://github.com/troydhanson/uthash) +>* [ExcaliburHash](https://github.com/SergeyMakeev/ExcaliburHash) +>* [parson - Lightweight JSON library written in C](https://github.com/kgabis/parson) +>* [cppparser - A library to parse C/C++ source as AST](https://github.com/satya-das/cppparser) +>* [tlsf - Two-Level Segregated Fit memory allocator implementation](https://github.com/mattconte/tlsf) +>* [cppcoro- A library of C++ coroutine abstractions for the coroutines TS](https://github.com/lewissbaker/cppcoro) +>* [c_std - Implementation of C++ standard libraries in C](https://github.com/KaisenAmin/c_std) +>* [NativeThreadpool - Work, timer, and wait callback example using solely Native Windows APIs](https://github.com/fin3ss3g0d/NativeThreadpool) +>* [TimeSync - TimeSync: Time Synchronization Library in Portable C++](https://github.com/catid/TimeSync) +>* [C-Thread-Pool](https://github.com/Pithikos/C-Thread-Pool) +>* [TinySoundFont](https://github.com/schellingb/TinySoundFont) +>* [tinyfecVPN](https://github.com/wangyu-/tinyfecVPN) +>* [ladybird-Truly independent web browser](https://github.com/LadybirdBrowser/ladybird) +>* [FiberTaskingLib - A library for enabling task-based multi-threading. It allows execution of task graphs with arbitrary dependencies](https://github.com/RichieSams/FiberTaskingLib) +>* [blink - A tool which allows you to edit source code of any MSVC C++ project live at runtime](https://github.com/crosire/blink) +>* [tiny-utf8 Unicode (UTF-8) capable std::string](https://github.com/DuffsDevice/tiny-utf8) +>* [asyncplusplus - Async++ concurrency framework for C++11](https://github.com/Amanieu/asyncplusplus) +>* [Flexible, user expandable 2D animation software for Linux and Windows](https://github.com/MaurycyLiebner/enve) +>* [json.cpp - JSON for Classic C++](https://github.com/jart/json.cpp) +>* [luaaa - C++ to LUA binding tool in a single](https://github.com/gengyong/luaaa) +>* [utf8.h - single header utf8 string functions for C and C++](https://github.com/sheredom/utf8.h) +>* [verysleepy - Very Sleepy, a sampling CPU profiler for Windows](https://github.com/VerySleepy/verysleepy) +>* [cling - The interactive C++ interpreter Cling](https://github.com/vgvassilev/cling) +>* [tlse - Single C file TLS 1.2/1.3 implementation, using tomcrypt as crypto library](https://github.com/eduardsui/tlse) +>* [earcut - Fast, header-only polygon triangulation](https://github.com/mapbox/earcut.hpp) +>* [dr_libs](https://github.com/mackron/dr_libs) +>* [cppparser - A library to parse C/C++ source as AST](https://github.com/satya-das/cppparser) +>* [tiny-regex-c](https://github.com/kokke/tiny-regex-c) +>* [imgui-node-editor](https://github.com/thedmd/imgui-node-editor) +>* [mold - A Modern Linker 🦠](https://github.com/rui314/mold) +>* [chibicc - A small C compiler](https://github.com/rui314/chibicc) +>* [fil-c:completely compatible memory safety for C and C++](https://github.com/pizlonator/fil-c) +>* [openzl - A novel data compression framework](https://github.com/facebook/openzl) +>* [The Algorithms - Collection of various algorithms in mathematics, machine learning, computer science, physics, etc implemented in C for educational purposes](https://github.com/TheAlgorithms/C) +>* [Clipper2 - Polygon Clipping and Offsetting - C++, C# and Delphi](https://github.com/AngusJohnson/Clipper2) +>* [clice - A next-generation C++ language server for modern C++, focused on high performance and deep code intelligence](https://github.com/clice-io/clice) +>* [miniaudio -Audio playback and capture library written in C, in a single source file](https://github.com/mackron/miniaudio) +>* [deskflow - Share a single keyboard and mouse between multiple computers](https://github.com/deskflow/deskflow) +>* [watchman - Watches files and records, or triggers actions, when they change](https://github.com/facebook/watchman) +>* [crun - A fast and lightweight fully featured OCI runtime and C library for running containers](https://github.com/containers/crun) + +## Shader +>* [ShaderLab](https://github.com/BobLChen/ShaderLab/) +>* [DirectXShaderCompiler](https://github.com/microsoft/DirectXShaderCompiler) +>* [HLSLcc-DirectX shader bytecode cross compiler](https://github.com/Unity-Technologies/HLSLcc) +>* [HLSLCrossCompiler](https://github.com/James-Jones/HLSLCrossCompiler) +>* [XShaderCompiler](https://github.com/LukasBanana/XShaderCompiler) + +## WebMProject +>* [webmproject官网](https://www.webmproject.org/code/) +>* [libvpx github-Mirror](https://github.com/webmproject/libvpx/) +>* [libvpx](https://chromium.googlesource.com/webm/libvpx) + +## Lock-free +>* [concurrentqueue-A fast multi-producer, multi-consumer lock-free concurrent queue for C++11](https://github.com/cameron314/concurrentqueue) +>* [readerwriterqueue-A fast single-producer, single-consumer lock-free queue for C++](https://github.com/cameron314/readerwriterqueue) +>* [queues-A public domain lock free queues implemented in C++11](https://github.com/mstump/queues) + +## malloc +>* [mimalloc](https://github.com/microsoft/mimalloc) +>* [snmalloc](https://github.com/microsoft/snmalloc) +>* [jemalloc](https://github.com/jemalloc/jemalloc) +>* [tlsf](https://github.com/mattconte/tlsf) +>* [dlmalloc](https://github.com/ennorehling/dlmalloc) +>* [malloc tech](https://github.com/HarshTrivedi/malloc) +>* [glibc](https://github.com/lattera/glibc/tree/master) +>* [mimalloc-bench](https://github.com/daanx/mimalloc-bench) +>* [tcmalloc](https://github.com/google/tcmalloc) +>* [glibc](https://ftp.gnu.org/gnu/glibc/) + +# C++ 文章 +[C++文章整理](./articles/README.md) + +# 有关于UnrealEngine的C++项目 +[有关于UnrealEngine的C++项目](./unrealengine) diff --git a/CPlusPlus/articles/README.md b/CPlusPlus/articles/README.md new file mode 100644 index 000000000..cf7e694f1 --- /dev/null +++ b/CPlusPlus/articles/README.md @@ -0,0 +1,69 @@ +## C++ 文章 + +* [在拥挤和变化的世界中茁壮成长:C++ 2006–2020](https://github.com/Cpp-Club/Cxx_HOPL4_zh) +* [C++ 匠心之作 从0到1入门资料](https://github.com/AnkerLeng/Cpp-0-1-Resource) +* [C++中的Volatile【简单记录】](https://zhuanlan.zhihu.com/p/66664063) +* [从硬件层面理解memory barrier](https://zhuanlan.zhihu.com/p/184912992) +* [详解C/C++中volatile关键字](https://blog.csdn.net/weixin_44363885/article/details/92838607) +* [C++移动语意 详细解释](https://www.cnblogs.com/zhangyi1357/p/16018810.html) +* [C++强制类型转换运算符(static_cast、reinterpret_cast、const_cast和dynamic_cast)](https://zhuanlan.zhihu.com/p/368267441) +* [理解 Memory barrier(内存屏障)](https://blog.csdn.net/world_hello_100/article/details/50131497) +* [Memory barrier是什么?](https://www.zhihu.com/question/20228202) + +### 多线程 +* [C++实现的无锁队列](https://blog.csdn.net/aaronjzhang/article/details/17167799) +* [c++之多线程中“锁”(mutex)的用法](https://blog.csdn.net/weixin_42127358/article/details/123507748) +* [多线程之互斥锁(mutex)的使用方法](https://blog.csdn.net/duan19920101/article/details/121352669) +* [C++ 锁机制以及常用方法(理论+实践)](https://blog.csdn.net/qq_37457202/article/details/123543141) +* [C++多线程并发(五)—原子操作与无锁编程](https://cloud.tencent.com/developer/article/2030919) +* [无锁原子操作&CAS](https://www.cnblogs.com/wiesslibrary/p/15725559.html) +* [面试必备之深入理解自旋锁](https://blog.csdn.net/qq_34337272/article/details/81252853) +* [悲观锁和乐观锁的区别](https://blog.csdn.net/weixin_50651363/article/details/119747515) +* [【C/C++面试必备】详解C/C++中volatile关键字](https://blog.csdn.net/qq_44918090/article/details/125749268) + +#### C++多线程编程系列 +* [C++ 多线程(一):生产者 - 消费者模型](https://zhuanlan.zhihu.com/p/361956060) +* [C++ 多线程(二):两个线程轮流(交替)打印 A 和 B](https://zhuanlan.zhihu.com/p/374037023) +* [C++ 多线程(三):实现线程安全队列](https://zhuanlan.zhihu.com/p/408254922) +* [C++ 多线程(四):实现一个功能完整的线程池](https://zhuanlan.zhihu.com/p/412127997) +* [C++ 多线程(五):读写锁的实现及使用样例](https://zhuanlan.zhihu.com/p/374042984) +* [C++ 多线程(六):std::promise/future、std::async、std:: packaged_task](https://zhuanlan.zhihu.com/p/465092056) +* [C++ 多线程(七):信号量 Semaphore 及 C++ 11 实现](https://zhuanlan.zhihu.com/p/512969481) + +### 智能指针 +* [C++ 智能指针](https://blog.csdn.net/TABE_/article/details/117391903) +* [C++智能指针详解](https://blog.csdn.net/bitcarmanlee/article/details/124847634) + +### lambda表达式 +* [09 C++ lambda表达式](https://zhuanlan.zhihu.com/p/362323262) + +### 模版元编程 +* [C++模板元编程(一):简介](https://zhuanlan.zhihu.com/p/378356824) +* [C++模板元编程(一):基础知识与快速排序](https://zhuanlan.zhihu.com/p/461660321) +* [C++ 模板元编程(一):入门](https://zhuanlan.zhihu.com/p/458195125) + +### debugging +* [InsightEngineering](https://github.com/DebugPrivilege/InsightEngineering) + +### 面试向 +* [C/C++ 技术面试基础知识总结](https://github.com/huihut/interview) +* [static全局变量与普通的全局变量](https://blog.csdn.net/qq_22238021/article/details/79533711) +* [C/C++中静态变量](https://blog.csdn.net/Blunt_Du/article/details/122420909) +* [学习笔记整理📚](https://github.com/arkingc/note) +* [C++面试常见问题](https://zhuanlan.zhihu.com/p/34016871) +* [C++经典面试题(最全,面中率最高)](https://zhuanlan.zhihu.com/p/75347892) +* [C++内存管理,const、mutable、static、编译过程](https://blog.csdn.net/Diligent_wu/article/details/123482018) +* [C++和C# struct和class的区别](https://blog.csdn.net/qq_43477024/article/details/114417191) +* [C++中的extern](https://blog.csdn.net/deatharthas/article/details/113769269) +* [C++: static](https://zhuanlan.zhihu.com/p/38305284) +* [C/C++const关键字详解(全网最全)](https://blog.csdn.net/weixin_44049823/article/details/128735316) +* [C/C++ 中的static关键字](https://zhuanlan.zhihu.com/p/37439983) +* [C++ static详解,类中的static用法说明](https://blog.csdn.net/weixin_43222324/article/details/106999558) + +### memory order +* [如何理解 C++11 的六种 memory order?](https://www.zhihu.com/question/24301047/answer/1193956492) +* [std::memory_order](https://zh.cppreference.com/w/cpp/atomic/memory_order) + +### 引用 +* [c++ 返回值与返回引用以及生命周期总结](https://zhuanlan.zhihu.com/p/605428903) +* [C++中不要随便返回对象的引用](https://blog.51cto.com/u_13933750/3229708) diff --git a/CPlusPlus/unrealengine/README.md b/CPlusPlus/unrealengine/README.md new file mode 100644 index 000000000..59fed1a3d --- /dev/null +++ b/CPlusPlus/unrealengine/README.md @@ -0,0 +1,51 @@ +## 有关于UnrealEngine的C++项目 + +>* [fastbuild-ue4.26.2](https://github.com/VicentChen/fastbuild-ue4.26.2) +>* [UnrealPakViewer](https://github.com/jashking/UnrealPakViewer) +>* [Unreal Engine 4 Plugin for Lua APIs implementation](https://github.com/rdeioris/LuaMachine) +>* [Unreal Engine plugin for async task programming](https://github.com/splash-damage/future-extensions) +>* [Voxel Plugin for Unreal Engine](https://github.com/Phyronnaz/VoxelPlugin) +>* [Unreal Engine 4 C++ examples](https://github.com/Harrison1/unrealcpp) +>* [HotPatcher - Unreal Engine hot update manage and package plugin](https://github.com/hxhb/HotPatcher) +>* [Niagara UI Renderer | Free Plugin for Unreal Engine](https://github.com/SourySK/NiagaraUIRenderer) +>* [PluginMobileNativeCode](https://github.com/Sovahero/PluginMobileNativeCode) +>* [A fighting game engine written in Unreal Engine 5](https://github.com/WistfulHopes/NightSkyEngine) +>* [Unreal Engine 5 Plugin for a variety of Tech Art Tools and features](https://github.com/Ryan-DowlingSoka/RedTechArtTools) +>* [Unreal Engine 5's experimental ECS plugin](https://github.com/Megafunk/MassSample) +>* [UnrealEngineSkyAtmosphere](https://github.com/sebh/UnrealEngineSkyAtmosphere) +>* [Dialogue scripting language for Unreal Engine](https://github.com/redxdev/Supertalk) +>* [Build Unreal Engine & games with Jenkins on GKE/GCE](https://github.com/falldamagestudio/UE-Jenkins-BuildSystem) +>* [GenericMessagePlugin-A complete event system solution for Unreal Engine : Send or Receive Message everywhere](https://github.com/wangjieest/GenericMessagePlugin) +>* [FFMPEGMedia-FFMPEG Media Plugin for unreal engine](https://github.com/bakjos/FFMPEGMedia) +>* [RedTalaria-An Unreal Engine plugin providing a set of Hermes endpoints](https://github.com/cdpred/RedTalaria) +>* [GASDocumentation](https://github.com/tranek/GASDocumentation) +>* [OpenAI-Api-Unreal](https://github.com/KellanM/OpenAI-Api-Unreal) +>* [MDFastBinding](https://github.com/DoubleDeez/MDFastBinding) +>* [UltimateStarterKit](https://github.com/hfjooste/UltimateStarterKit) +>* [channeld-ue-plugin 为虚幻引擎专用服务器提供分布式模拟能力的开源插件](https://github.com/metaworking/channeld-ue-plugin) +>* [UnrealNetImgui](https://github.com/sammyfreg/UnrealNetImgui) +>* [unreal-vdb](https://github.com/eidosmontreal/unreal-vdb) +>* [DigitalLife](https://github.com/QSWWLTN/DigitalLife) +>* [DualShock4-For-Unreal-Engine-5](https://github.com/DarknessFX/DualShock4-For-Unreal-Engine-5) +>* [PBCharacterMovement - HL2-style, classic FPS movement for Unreal Engine implemented in C++](https://github.com/ProjectBorealis/PBCharacterMovement) +>* [UnrealYAML](https://github.com/jwindgassen/UnrealYAML) +>* [IAUS - Infinite axis utility system in UE4 Behavior Trees](https://github.com/ProjectBorealis/IAUS) +>* [RedTechArtTools](https://github.com/Ryan-DowlingSoka/RedTechArtTools) +>* [UAssetAPI - A low-level .NET library for reading and writing Unreal Engine 4 game assets](https://github.com/atenfyr/UAssetAPI) +>* [Zelda BOTW Climbing System](https://github.com/VitorCantao/ZeldaBotwClimbingSystem) +>* [UnrealCLR - Unreal Engine .NET 6 integration](https://github.com/nxrighthere/UnrealCLR) +>* [GASShooter](https://github.com/tranek/GASShooter) +>* [cashgenUE - Runtime Procedural Terrain Generator for UnrealEngine](https://github.com/midgen/cashgenUE) +>* [VRM4U](https://github.com/ruyo/VRM4U) +>* [VirtualizationPlus](https://github.com/VesCodes/VirtualizationPlus) +>* [Unreal-Engine-4.x-Scripting-with-C-Cookbook---Second-edition](https://github.com/PacktPublishing/Unreal-Engine-4.x-Scripting-with-C-Cookbook---Second-edition) +>* [UnrealCSharp](https://github.com/crazytuzi/UnrealCSharp) +>* [UE4_MotionMatching](https://github.com/Hethger/UE4_MotionMatching-) +>* [UnrealSpecifiers](https://github.com/fjz13/UnrealSpecifiers) +>* [NodeToCode - Translate Unreal Engine Blueprints to C++ in seconds. Not hours](https://github.com/protospatial/NodeToCode) +>* [ZipUtility-Unreal](https://github.com/getnamo/ZipUtility-Unreal) +>* [WebView - Efficient UE browser uses CEF open source kernel](https://github.com/aSurgingRiver/WebView) +>* [RealtimeMeshComponent](https://github.com/TriAxis-Games/RealtimeMeshComponent) +>* [UEViewer - Viewer and exporter for Unreal Engine 1-4 assets](https://github.com/gildor2/UEViewer) +>* [UE4-CustomGravityPlugin](https://github.com/HoussineMehnik/UE4-CustomGravityPlugin) +>* [VoxelPluginFreeLegacy](https://github.com/VoxelPlugin/VoxelPluginFreeLegacy) diff --git a/ChangeCharacter/Assembly-CSharp-Editor-firstpass-vs.csproj b/ChangeCharacter/Assembly-CSharp-Editor-firstpass-vs.csproj deleted file mode 100644 index d02baaf4b..000000000 --- a/ChangeCharacter/Assembly-CSharp-Editor-firstpass-vs.csproj +++ /dev/null @@ -1,100 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {16ADDB3B-FC11-23E9-7E04-5DFB73181501} - Library - Properties - - Assembly-CSharp-Editor-firstpass - v3.5 - 512 - Assets - - - true - full - false - Temp\bin\Debug\ - DEBUG;TRACE;UNITY_5_0_0;UNITY_5_0;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_OBSOLETE_API_UPDATING;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE - prompt - 4 - 0169 - - - pdbonly - true - Temp\bin\Release\ - TRACE - prompt - 4 - 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-[ExecuteInEditMode] -[RequireComponent (typeof(Camera))] -[AddComponentMenu("Image Effects/Glow")] -public class GlowEffect : MonoBehaviour -{ - /// The brightness of the glow. Values larger than one give extra "boost". - public float glowIntensity = 1.5f; - - /// Blur iterations - larger number means more blur. - public int blurIterations = 3; - - /// Blur spread for each iteration. Lower values - /// give better looking blur, but require more iterations to - /// get large blurs. Value is usually between 0.5 and 1.0. - public float blurSpread = 0.7f; - - /// Tint glow with this color. Alpha adds additional glow everywhere. - public Color glowTint = new Color(1,1,1,0); - - - // -------------------------------------------------------- - // The final composition shader: - // adds (glow color * glow alpha * amount) to the original image. - // In the combiner glow amount can be only in 0..1 range; we apply extra - // amount during the blurring phase. - - private static string compositeMatString = -@"Shader ""GlowCompose"" { - Properties { - _Color (""Glow Amount"", Color) = (1,1,1,1) - _MainTex ("""", RECT) = ""white"" {} - } - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - Blend One One - SetTexture [_MainTex] {constantColor [_Color] combine constant * texture DOUBLE} - } - } - Fallback off -}"; - - static Material m_CompositeMaterial = null; - protected static Material compositeMaterial { - get { - if (m_CompositeMaterial == null) { - m_CompositeMaterial = new Material (compositeMatString); - m_CompositeMaterial.hideFlags = HideFlags.HideAndDontSave; - m_CompositeMaterial.shader.hideFlags = HideFlags.HideAndDontSave; - } - return m_CompositeMaterial; - } - } - - - // -------------------------------------------------------- - // The blur iteration shader. - // Basically it just takes 4 texture samples and averages them. - // By applying it repeatedly and spreading out sample locations - // we get a Gaussian blur approximation. - // The alpha value in _Color would normally be 0.25 (to average 4 samples), - // however if we have glow amount larger than 1 then we increase this. - - private static string blurMatString = -@"Shader ""GlowConeTap"" { - Properties { - _Color (""Blur Boost"", Color) = (0,0,0,0.25) - _MainTex ("""", RECT) = ""white"" {} - } - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant alpha} - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous} - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous} - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous} - } - } - Fallback off -}"; - - static Material m_BlurMaterial = null; - protected static Material blurMaterial { - get { - if (m_BlurMaterial == null) { - m_BlurMaterial = new Material( blurMatString ); - m_BlurMaterial.hideFlags = HideFlags.HideAndDontSave; - m_BlurMaterial.shader.hideFlags = HideFlags.HideAndDontSave; - } - return m_BlurMaterial; - } - } - - - // -------------------------------------------------------- - // The image downsample shaders for each brightness mode. - // It is in external assets as it's quite complex and uses Cg. - - public Shader downsampleShader; - Material m_DownsampleMaterial = null; - protected Material downsampleMaterial { - get { - if (m_DownsampleMaterial == null) { - m_DownsampleMaterial = new Material( downsampleShader ); - m_DownsampleMaterial.hideFlags = HideFlags.HideAndDontSave; - } - return m_DownsampleMaterial; - } - } - - - // -------------------------------------------------------- - // finally, the actual code - - protected void OnDisable() - { - if( m_CompositeMaterial ) { - DestroyImmediate( m_CompositeMaterial.shader ); - DestroyImmediate( m_CompositeMaterial ); - } - if( m_BlurMaterial ) { - DestroyImmediate( m_BlurMaterial.shader ); - DestroyImmediate( m_BlurMaterial ); - } - if( m_DownsampleMaterial ) - DestroyImmediate( m_DownsampleMaterial ); - } - - protected void Start() - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) - { - enabled = false; - return; - } - - // Disable the effect if no downsample shader is setup - if( downsampleShader == null ) - { - Debug.Log ("No downsample shader assigned! Disabling glow."); - enabled = false; - } - // Disable if any of the shaders can't run on the users graphics card - else - { - if( !blurMaterial.shader.isSupported ) - enabled = false; - if( !compositeMaterial.shader.isSupported ) - enabled = false; - if( !downsampleMaterial.shader.isSupported ) - enabled = false; - } - } - - // Performs one blur iteration. - public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration) - { - float off = 0.5f + iteration*blurSpread; - Graphics.BlitMultiTap (source, dest, blurMaterial, - new Vector2(-off, -off), - new Vector2(-off, off), - new Vector2( off, off), - new Vector2( off, -off) - ); - } - - // Downsamples the texture to a quarter resolution. - private void DownSample4x (RenderTexture source, RenderTexture dest) - { - downsampleMaterial.color = new Color( glowTint.r, glowTint.g, glowTint.b, glowTint.a/4.0f ); - Graphics.Blit (source, dest, downsampleMaterial); - } - - // Called by the camera to apply the image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - // Clamp parameters to sane values - glowIntensity = Mathf.Clamp( glowIntensity, 0.0f, 10.0f ); - blurIterations = Mathf.Clamp( blurIterations, 0, 30 ); - blurSpread = Mathf.Clamp( blurSpread, 0.5f, 1.0f ); - - RenderTexture buffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); - RenderTexture buffer2 = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); - - // Copy source to the 4x4 smaller texture. - DownSample4x (source, buffer); - - // Blur the small texture - float extraBlurBoost = Mathf.Clamp01( (glowIntensity - 1.0f) / 4.0f ); - blurMaterial.color = new Color( 1F, 1F, 1F, 0.25f + extraBlurBoost ); - - bool oddEven = true; - for(int i = 0; i < blurIterations; i++) - { - if( oddEven ) - FourTapCone (buffer, buffer2, i); - else - FourTapCone (buffer2, buffer, i); - oddEven = !oddEven; - } - ImageEffects.Blit(source,destination); - - if( oddEven ) - BlitGlow(buffer, destination); - else - BlitGlow(buffer2, destination); - - RenderTexture.ReleaseTemporary(buffer); - RenderTexture.ReleaseTemporary(buffer2); - } - - public void BlitGlow( RenderTexture source, RenderTexture dest ) - { - compositeMaterial.color = new Color(1F, 1F, 1F, Mathf.Clamp01(glowIntensity)); - Graphics.Blit (source, dest, compositeMaterial); - } -} diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs.meta deleted file mode 100644 index 61d6f6533..000000000 --- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 0d1352984e3c6465088f6cc7c4ce6e22 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - downsampleShader: {fileID: 4800000, guid: b14b79b8936134d3f8238f0c2d40d634, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader deleted file mode 100644 index 128e733ef..000000000 --- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader +++ /dev/null @@ -1,117 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -// Upgrade NOTE: replaced 'glstate.matrix.mvp' with 'UNITY_MATRIX_MVP' -// Upgrade NOTE: replaced 'glstate.matrix.texture[0]' with 'UNITY_MATRIX_TEXTURE0' -// Upgrade NOTE: replaced 'samplerRECT' with 'sampler2D' -// Upgrade NOTE: replaced 'texRECT' with 'tex2D' - -Shader "Hidden/Glow Downsample" { - -Properties { - _Color ("Color", color) = (1,1,1,0) - _MainTex ("", RECT) = "white" {} -} - -CGINCLUDE -// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain both vertex and fragment programs. -#pragma exclude_renderers gles -#include "UnityCG.cginc" - -struct v2f { - float4 pos : POSITION; - float4 uv[4] : TEXCOORD0; -}; - -float4 _MainTex_TexelSize; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - float4 uv; - uv.xy = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); - uv.zw = 0; - float offX = _MainTex_TexelSize.x; - float offY = _MainTex_TexelSize.y; - - // Direct3D9 needs some texel offset! - #ifdef SHADER_API_D3D9 - uv.x += offX * 2.0f; - uv.y += offY * 2.0f; - #endif - o.uv[0] = uv + float4(-offX,-offY,0,1); - o.uv[1] = uv + float4( offX,-offY,0,1); - o.uv[2] = uv + float4( offX, offY,0,1); - o.uv[3] = uv + float4(-offX, offY,0,1); - return o; -} -ENDCG - - -Category { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - - // ----------------------------------------------------------- - // ARB fragment program - - Subshader { - Pass { - -CGPROGRAM -// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain both vertex and fragment programs. -#pragma exclude_renderers gles -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest - -sampler2D _MainTex; -float4 _Color; - -half4 frag( v2f i ) : COLOR -{ - half4 c; - c = tex2D( _MainTex, i.uv[0].xy ); - c += tex2D( _MainTex, i.uv[1].xy ); - c += tex2D( _MainTex, i.uv[2].xy ); - c += tex2D( _MainTex, i.uv[3].xy ); - c /= 4; - c.rgb *= _Color.rgb; - c.rgb *= (c.a + _Color.a); - c.a = 0; - return c; -} -ENDCG - - } - } - - // ----------------------------------------------------------- - // Radeon 9000 - - Subshader { - Pass { - - -CGPROGRAM -// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain both vertex and fragment programs. -#pragma exclude_renderers gles -#pragma vertex vert -// use the same vertex program as in FP path -ENDCG - - - // average 2x2 samples - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant alpha} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - // apply glow tint and add additional glow - SetTexture [_MainTex] {constantColor[_Color] combine previous * constant, previous + constant} - SetTexture [_MainTex] {constantColor (0,0,0,0) combine previous * previous alpha, constant} - } - } -} - -Fallback off - -} diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader.meta deleted file mode 100644 index 163f3097c..000000000 --- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b14b79b8936134d3f8238f0c2d40d634 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/ImageEffects.cs b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/ImageEffects.cs deleted file mode 100644 index 765382c60..000000000 --- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/ImageEffects.cs +++ /dev/null @@ -1,181 +0,0 @@ -using UnityEngine; - -/// Blending modes use by the ImageEffects.Blit functions. -public enum BlendMode { - Copy, - Multiply, - MultiplyDouble, - Add, - AddSmoooth, - Blend -} - -/// A Utility class for performing various image based rendering tasks. -[AddComponentMenu("")] -public class ImageEffects { - static Material[] m_BlitMaterials = {null, null, null, null, null, null}; - - static public Material GetBlitMaterial (BlendMode mode) { - int index = (int)mode; - - if (m_BlitMaterials[index] != null) - return m_BlitMaterials[index]; - - // Blit Copy Material - m_BlitMaterials[0] = new Material ( - "Shader \"BlitCopy\" {\n" + - " SubShader { Pass {\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture}" + - " }}\n" + - "Fallback Off }" - ); - // Blit Multiply - m_BlitMaterials[1] = new Material ( - "Shader \"BlitMultiply\" {\n" + - " SubShader { Pass {\n" + - " Blend DstColor Zero\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture }" + - " }}\n" + - "Fallback Off }" - ); - // Blit Multiply 2X - m_BlitMaterials[2] = new Material ( - "Shader \"BlitMultiplyDouble\" {\n" + - " SubShader { Pass {\n" + - " Blend DstColor SrcColor\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture }" + - " }}\n" + - "Fallback Off }" - ); - // Blit Add - m_BlitMaterials[3] = new Material ( - "Shader \"BlitAdd\" {\n" + - " SubShader { Pass {\n" + - " Blend One One\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture }" + - " }}\n" + - "Fallback Off }" - ); - // Blit AddSmooth - m_BlitMaterials[4] = new Material ( - "Shader \"BlitAddSmooth\" {\n" + - " SubShader { Pass {\n" + - " Blend OneMinusDstColor One\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture }" + - " }}\n" + - "Fallback Off }" - ); - // Blit Blend - m_BlitMaterials[5] = new Material ( - "Shader \"BlitBlend\" {\n" + - " SubShader { Pass {\n" + - " Blend SrcAlpha OneMinusSrcAlpha\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture }" + - " }}\n" + - "Fallback Off }" - ); - for( int i = 0; i < m_BlitMaterials.Length; ++i ) { - m_BlitMaterials[i].hideFlags = HideFlags.HideAndDontSave; - m_BlitMaterials[i].shader.hideFlags = HideFlags.HideAndDontSave; - } - return m_BlitMaterials[index]; - } - - - /// Copies one render texture onto another. - /// This function copies /source/ onto /dest/, optionally using a custom blend mode. - /// If /blendMode/ is left out, the default operation is simply to copy one texture on to another. - /// This function will copy the whole source texture on to the whole destination texture. If the sizes differ, - /// the image in the source texture will get stretched to fit. - /// The source and destination textures cannot be the same. - public static void Blit (RenderTexture source, RenderTexture dest, BlendMode blendMode) { - Blit (source, new Rect (0,0,1,1), dest, new Rect (0,0,1,1), blendMode); - } - public static void Blit (RenderTexture source, RenderTexture dest) { - Blit (source, dest, BlendMode.Copy); - } - - /// Copies one render texture onto another. - public static void Blit (RenderTexture source, Rect sourceRect, RenderTexture dest, Rect destRect, BlendMode blendMode) { - // Make the destination texture the target for all rendering - RenderTexture.active = dest; - // Assign the source texture to a property from a shader - source.SetGlobalShaderProperty ("__RenderTex"); - bool invertY = source.texelSize.y < 0.0f; - // Set up the simple Matrix - GL.PushMatrix (); - GL.LoadOrtho (); - Material blitMaterial = GetBlitMaterial(blendMode); - for (int i = 0; i < blitMaterial.passCount; i++) { - blitMaterial.SetPass (i); - DrawQuad(invertY); - } - GL.PopMatrix (); - } - - public static void BlitWithMaterial (Material material, RenderTexture source, RenderTexture destination) - { - Graphics.Blit (source, destination, material); - } - - - public static void RenderDistortion (Material material, RenderTexture source, RenderTexture destination, float angle, Vector2 center, Vector2 radius) - { - bool invertY = source.texelSize.y < 0.0f; - if (invertY) { - center.y = 1.0f-center.y; - angle = -angle; - } - - Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle), Vector3.one); - - material.SetMatrix("_RotationMatrix", rotationMatrix); - material.SetVector("_CenterRadius", new Vector4(center.x,center.y,radius.x,radius.y) ); - material.SetFloat("_Angle", angle * Mathf.Deg2Rad); - - Graphics.Blit (source, destination, material); - } - - - public static void DrawQuad(bool invertY) - { - GL.Begin (GL.QUADS); - float y1, y2; - if (invertY) { - y1 = 1.0f; y2 = 0.0f; - } else { - y1 = 0.0f; y2 = 1.0f; - } - GL.TexCoord2( 0.0f, y1 ); GL.Vertex3( 0.0f, 0.0f, 0.1f ); - GL.TexCoord2( 1.0f, y1 ); GL.Vertex3( 1.0f, 0.0f, 0.1f ); - GL.TexCoord2( 1.0f, y2 ); GL.Vertex3( 1.0f, 1.0f, 0.1f ); - GL.TexCoord2( 0.0f, y2 ); GL.Vertex3( 0.0f, 1.0f, 0.1f ); - GL.End(); - } - - public static void DrawGrid (int xSize, int ySize) - { - GL.Begin (GL.QUADS); - - float xDelta = 1.0F / xSize; - float yDelta = 1.0F / ySize; - - for (int y=0;y Camera table - - private RenderTexture m_ReflectionTexture = null; - private int m_OldReflectionTextureSize = 0; - - private static bool s_InsideRendering = false; - - // This is called when it's known that the object will be rendered by some - // camera. We render reflections and do other updates here. - // Because the script executes in edit mode, reflections for the scene view - // camera will just work! - public void OnWillRenderObject() - { - if( !enabled || !GetComponent() || !GetComponent().sharedMaterial || !GetComponent().enabled ) - return; - - Camera cam = Camera.current; - if( !cam ) - return; - - // Safeguard from recursive reflections. - if( s_InsideRendering ) - return; - s_InsideRendering = true; - - Camera reflectionCamera; - CreateMirrorObjects( cam, out reflectionCamera ); - - // find out the reflection plane: position and normal in world space - Vector3 pos = transform.position; - Vector3 normal = transform.up; - - // Optionally disable pixel lights for reflection - int oldPixelLightCount = QualitySettings.pixelLightCount; - if( m_DisablePixelLights ) - QualitySettings.pixelLightCount = 0; - - UpdateCameraModes( cam, reflectionCamera ); - - // Render reflection - // Reflect camera around reflection plane - float d = -Vector3.Dot (normal, pos) - m_ClipPlaneOffset; - Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d); - - Matrix4x4 reflection = Matrix4x4.zero; - CalculateReflectionMatrix (ref reflection, reflectionPlane); - Vector3 oldpos = cam.transform.position; - Vector3 newpos = reflection.MultiplyPoint( oldpos ); - reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; - - // Setup oblique projection matrix so that near plane is our reflection - // plane. This way we clip everything below/above it for free. - Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f ); - Matrix4x4 projection = cam.projectionMatrix; - CalculateObliqueMatrix (ref projection, clipPlane); - reflectionCamera.projectionMatrix = projection; - - reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer - reflectionCamera.targetTexture = m_ReflectionTexture; - GL.SetRevertBackfacing (true); - reflectionCamera.transform.position = newpos; - Vector3 euler = cam.transform.eulerAngles; - reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z); - reflectionCamera.Render(); - reflectionCamera.transform.position = oldpos; - GL.SetRevertBackfacing (false); - Material[] materials = GetComponent().sharedMaterials; - foreach( Material mat in materials ) { - if( mat.HasProperty("_ReflectionTex") ) - mat.SetTexture( "_ReflectionTex", m_ReflectionTexture ); - } - - // Set matrix on the shader that transforms UVs from object space into screen - // space. We want to just project reflection texture on screen. - Matrix4x4 scaleOffset = Matrix4x4.TRS( - new Vector3(0.5f,0.5f,0.5f), Quaternion.identity, new Vector3(0.5f,0.5f,0.5f) ); - Vector3 scale = transform.lossyScale; - Matrix4x4 mtx = transform.localToWorldMatrix * Matrix4x4.Scale( new Vector3(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z) ); - mtx = scaleOffset * cam.projectionMatrix * cam.worldToCameraMatrix * mtx; - foreach( Material mat in materials ) { - mat.SetMatrix( "_ProjMatrix", mtx ); - } - - // Restore pixel light count - if( m_DisablePixelLights ) - QualitySettings.pixelLightCount = oldPixelLightCount; - - s_InsideRendering = false; - } - - - // Cleanup all the objects we possibly have created - void OnDisable() - { - if( m_ReflectionTexture ) { - DestroyImmediate( m_ReflectionTexture ); - m_ReflectionTexture = null; - } - foreach( DictionaryEntry kvp in m_ReflectionCameras ) - DestroyImmediate( ((Camera)kvp.Value).gameObject ); - m_ReflectionCameras.Clear(); - } - - - private void UpdateCameraModes( Camera src, Camera dest ) - { - if( dest == null ) - return; - // set camera to clear the same way as current camera - dest.clearFlags = src.clearFlags; - dest.backgroundColor = src.backgroundColor; - if( src.clearFlags == CameraClearFlags.Skybox ) - { - Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox; - Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox; - if( !sky || !sky.material ) - { - mysky.enabled = false; - } - else - { - mysky.enabled = true; - mysky.material = sky.material; - } - } - // update other values to match current camera. - // even if we are supplying custom camera&projection matrices, - // some of values are used elsewhere (e.g. skybox uses far plane) - dest.farClipPlane = src.farClipPlane; - dest.nearClipPlane = src.nearClipPlane; - dest.orthographic = src.orthographic; - dest.fieldOfView = src.fieldOfView; - dest.aspect = src.aspect; - dest.orthographicSize = src.orthographicSize; - } - - // On-demand create any objects we need - private void CreateMirrorObjects( Camera currentCamera, out Camera reflectionCamera ) - { - reflectionCamera = null; - - // Reflection render texture - if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize ) - { - if( m_ReflectionTexture ) - DestroyImmediate( m_ReflectionTexture ); - m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 ); - m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID(); - m_ReflectionTexture.isPowerOfTwo = true; - m_ReflectionTexture.hideFlags = HideFlags.DontSave; - m_OldReflectionTextureSize = m_TextureSize; - } - - // Camera for reflection - reflectionCamera = m_ReflectionCameras[currentCamera] as Camera; - if( !reflectionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO - { - GameObject go = new GameObject( "Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) ); - reflectionCamera = go.GetComponent(); - reflectionCamera.enabled = false; - reflectionCamera.transform.position = transform.position; - reflectionCamera.transform.rotation = transform.rotation; - reflectionCamera.gameObject.AddComponent(); - go.hideFlags = HideFlags.HideAndDontSave; - m_ReflectionCameras[currentCamera] = reflectionCamera; - } - } - - // Extended sign: returns -1, 0 or 1 based on sign of a - private static float sgn(float a) - { - if (a > 0.0f) return 1.0f; - if (a < 0.0f) return -1.0f; - return 0.0f; - } - - // Given position/normal of the plane, calculates plane in camera space. - private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign) - { - Vector3 offsetPos = pos + normal * m_ClipPlaneOffset; - Matrix4x4 m = cam.worldToCameraMatrix; - Vector3 cpos = m.MultiplyPoint( offsetPos ); - Vector3 cnormal = m.MultiplyVector( normal ).normalized * sideSign; - return new Vector4( cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos,cnormal) ); - } - - // Adjusts the given projection matrix so that near plane is the given clipPlane - // clipPlane is given in camera space. See article in Game Programming Gems 5. - private static void CalculateObliqueMatrix (ref Matrix4x4 projection, Vector4 clipPlane) - { - Vector4 q = projection.inverse * new Vector4( - sgn(clipPlane.x), - sgn(clipPlane.y), - 1.0f, - 1.0f - ); - Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q))); - // third row = clip plane - fourth row - projection[2] = c.x - projection[3]; - projection[6] = c.y - projection[7]; - projection[10] = c.z - projection[11]; - projection[14] = c.w - projection[15]; - } - - // Calculates reflection matrix around the given plane - private static void CalculateReflectionMatrix (ref Matrix4x4 reflectionMat, Vector4 plane) - { - reflectionMat.m00 = (1F - 2F*plane[0]*plane[0]); - reflectionMat.m01 = ( - 2F*plane[0]*plane[1]); - reflectionMat.m02 = ( - 2F*plane[0]*plane[2]); - reflectionMat.m03 = ( - 2F*plane[3]*plane[0]); - - reflectionMat.m10 = ( - 2F*plane[1]*plane[0]); - reflectionMat.m11 = (1F - 2F*plane[1]*plane[1]); - reflectionMat.m12 = ( - 2F*plane[1]*plane[2]); - reflectionMat.m13 = ( - 2F*plane[3]*plane[1]); - - reflectionMat.m20 = ( - 2F*plane[2]*plane[0]); - reflectionMat.m21 = ( - 2F*plane[2]*plane[1]); - reflectionMat.m22 = (1F - 2F*plane[2]*plane[2]); - reflectionMat.m23 = ( - 2F*plane[3]*plane[2]); - - reflectionMat.m30 = 0F; - reflectionMat.m31 = 0F; - reflectionMat.m32 = 0F; - reflectionMat.m33 = 1F; - } -} diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/MirrorReflection/MirrorReflection.cs.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/MirrorReflection/MirrorReflection.cs.meta deleted file mode 100644 index ef2977f43..000000000 --- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/MirrorReflection/MirrorReflection.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: dcf43baed2698304e95a759f60d54b08 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/MirrorReflection/MirrorReflection.shader b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/MirrorReflection/MirrorReflection.shader deleted file mode 100644 index cac3fdbdb..000000000 --- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/MirrorReflection/MirrorReflection.shader +++ /dev/null @@ -1,22 +0,0 @@ -Shader "FX/Mirror Reflection" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _ReflectionTex ("Reflection", 2D) = "white" { TexGen ObjectLinear } -} - -// two texture cards: full thing -Subshader { - Pass { - SetTexture[_MainTex] { combine texture } - SetTexture[_ReflectionTex] { matrix [_ProjMatrix] combine texture * previous } - } -} - -// fallback: just main texture -Subshader { - Pass { - SetTexture [_MainTex] { combine texture } - } -} - -} diff --git 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804e74fd5e8714c4a8db1bd4d640058a -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/CharacterElement.cs b/ChangeCharacter/Assets/Plugins/CharacterElement.cs deleted file mode 100644 index f1d631c91..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterElement.cs +++ /dev/null @@ -1,75 +0,0 @@ -using UnityEngine; -using System; -using System.Collections.Generic; -using Object = UnityEngine.Object; - -[Serializable] -public class CharacterElement -{ - public string name; - public string bundleName; - static Dictionary wwws = new Dictionary(); - AssetBundleRequest gameObjectRequest; - AssetBundleRequest materialRequest; - AssetBundleRequest boneNameRequest; - - public CharacterElement(string name, string bundleName) - { - this.name = name; - this.bundleName = bundleName; - } - - public SkinnedMeshRenderer GetSkinnedMeshRenderer() - { - GameObject go = (GameObject)Object.Instantiate(gameObjectRequest.asset); - go.GetComponent().material = (Material)materialRequest.asset; - return (SkinnedMeshRenderer)go.GetComponent(); - } - - public string[] GetBoneNames() - { - var holder = (StringHolder)boneNameRequest.asset; - return holder.content; - } - - public WWW WWW - { - get - { - if (!wwws.ContainsKey(bundleName)) - wwws.Add(bundleName, new WWW(AssetbundleBaseURL + bundleName)); - return wwws[bundleName]; - } - } - - public bool IsLoaded - { - get - { - if (!WWW.isDone) return false; - - if (gameObjectRequest == null) - gameObjectRequest = WWW.assetBundle.LoadAssetAsync("rendererobject", typeof(GameObject)); - - if (materialRequest == null) - materialRequest = WWW.assetBundle.LoadAssetAsync(name, typeof(Material)); - - if (boneNameRequest == null) - boneNameRequest = WWW.assetBundle.LoadAssetAsync("bonenames", typeof(StringHolder)); - - if (!gameObjectRequest.isDone) return false; - if (!materialRequest.isDone) return false; - if (!boneNameRequest.isDone) return false; - - return true; - } - } - - public static string AssetbundleBaseURL - { - get - { - return "file://" + Application.dataPath + "/assetbundles/"; - } - } -} diff --git a/ChangeCharacter/Assets/Plugins/CharacterElement.cs.meta b/ChangeCharacter/Assets/Plugins/CharacterElement.cs.meta deleted file mode 100644 index 612530507..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterElement.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: fb8fba6fd33c63748a3b61e22c3f0254 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs b/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs deleted file mode 100644 index 55c7890d8..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs +++ /dev/null @@ -1,7 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -public class CharacterElementHolder : ScriptableObject -{ - public List content; -} diff --git a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs.meta b/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs.meta deleted file mode 100644 index 62f644d4b..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 6ff97b8fa0821334dabe69273d060b5c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs b/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs deleted file mode 100644 index 86a97ad28..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs +++ /dev/null @@ -1,235 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -using Object = UnityEngine.Object; - -public class CharacterGenerator -{ - static WWW database; - static Dictionary>> sortedElements; - static List availableCharacters = new List(); - static Dictionary characterBaseWWWs = new Dictionary(); - static Dictionary characterBaseRequests = new Dictionary(); - string currentCharacter; - Dictionary currentConfiguration = new Dictionary(); - float assetbundlesAlreadyDownloaded; - - public static bool ReadyToUse - { - get - { - if (database == null) - database = new WWW(CharacterElement.AssetbundleBaseURL + "CharacterElementDatabase.assetbundle"); - - if (sortedElements != null) return true; - if (!database.isDone) return false; - - //Debug.Log (database.assetBundle.mainAsset); - CharacterElementHolder ceh = database.assetBundle.mainAsset as CharacterElementHolder; - if(ceh == null) return false; - sortedElements = new Dictionary>>(); - foreach (CharacterElement element in ceh.content) - { - string[] a = element.bundleName.Split('_'); - string character = a[0]; - string category = a[1].Split('-')[0].Replace(".assetbundle", ""); - - if (!availableCharacters.Contains(character)) - availableCharacters.Add(character); - - if (!sortedElements.ContainsKey(character)) - sortedElements.Add(character, new Dictionary>()); - - if (!sortedElements[character].ContainsKey(category)) - sortedElements[character].Add(category, new List()); - - sortedElements[character][category].Add(element); - } - - return true; - } - } - - public GameObject Generate(GameObject root) - { - List combineInstances = new List(); - List materials = new List(); - List bones = new List(); - Transform[] transforms = root.GetComponentsInChildren(); - - foreach (CharacterElement element in currentConfiguration.Values) - { - Debug.Log ("Element的bundleName = " + element.bundleName); - //肢体部件处理逻辑 - SkinnedMeshRenderer smr = element.GetSkinnedMeshRenderer(); - materials.AddRange(smr.materials); - for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++) - { - CombineInstance ci = new CombineInstance(); - ci.mesh = smr.sharedMesh; - ci.subMeshIndex = sub; - combineInstances.Add(ci); - } - - foreach (string bone in element.GetBoneNames()) - { - foreach (Transform transform in transforms) - { - if (transform.name != bone) continue; - bones.Add(transform); - break; - } - } - - Object.Destroy(smr.gameObject); - } - - SkinnedMeshRenderer r = root.GetComponent(); - r.sharedMesh = new Mesh(); - r.sharedMesh.CombineMeshes(combineInstances.ToArray(), false, false); - r.bones = bones.ToArray(); - r.materials = materials.ToArray(); - - return root; - } - - public GameObject Generate() - { - GameObject root = (GameObject)Object.Instantiate(characterBaseRequests[currentCharacter].asset); - root.name = currentCharacter; - return Generate(root); - } - - public void ChangeCharacter(bool next) - { - string character = null; - for (int i = 0; i < availableCharacters.Count; i++) - { - if (availableCharacters[i] != currentCharacter) continue; - if (next) - character = i < availableCharacters.Count - 1 ? availableCharacters[i + 1] : availableCharacters[0]; - else - character = i > 0 ? availableCharacters[i - 1] : availableCharacters[availableCharacters.Count - 1]; - break; - } - PrepareRandomConfig(character); - } - - void UpdateAssetbundlesAlreadyDownloaded() - { - assetbundlesAlreadyDownloaded = CurrentCharacterBase.progress; - foreach (CharacterElement e in currentConfiguration.Values) - assetbundlesAlreadyDownloaded += e.WWW.progress; - } - - public void PrepareRandomConfig(string character) - { - currentConfiguration.Clear(); - currentCharacter = character.ToLower(); - foreach (KeyValuePair> category in sortedElements[currentCharacter]) - currentConfiguration.Add(category.Key, category.Value[Random.Range(0, category.Value.Count)]); - UpdateAssetbundlesAlreadyDownloaded(); - } - - public void ChangeElement(string catagory, bool next) - { - List available = sortedElements[currentCharacter][catagory]; - CharacterElement element = null; - for (int i = 0; i < available.Count; i++) - { - if (available[i] != currentConfiguration[catagory]) continue; - if (next) - element = i < available.Count - 1 ? available[i + 1] : available[0]; - else - element = i > 0 ? available[i - 1] : available[available.Count - 1]; - break; - } - currentConfiguration[catagory] = element; - UpdateAssetbundlesAlreadyDownloaded(); - } - - public static CharacterGenerator CreateWithRandomConfig(string character) - { - CharacterGenerator gen = new CharacterGenerator(); - gen.PrepareRandomConfig(character); - return gen; - } - - WWW CurrentCharacterBase - { - get - { - if (!characterBaseWWWs.ContainsKey(currentCharacter)) - characterBaseWWWs.Add(currentCharacter, new WWW(CharacterElement.AssetbundleBaseURL + currentCharacter + "_characterbase.assetbundle")); - return characterBaseWWWs[currentCharacter]; - } - } - - public bool ConfigReady - { - get - { - if (!CurrentCharacterBase.isDone) return false; - - if (!characterBaseRequests.ContainsKey(currentCharacter)) - characterBaseRequests.Add(currentCharacter, CurrentCharacterBase.assetBundle.LoadAssetAsync("characterbase", typeof(GameObject))); - - if (!characterBaseRequests[currentCharacter].isDone) return false; - - foreach (CharacterElement c in currentConfiguration.Values) - if (!c.IsLoaded) return false; - - return true; - } - } - - public float CurrentConfigProgress - { - get - { - float toDownload = currentConfiguration.Count + 1 - assetbundlesAlreadyDownloaded; - if (toDownload == 0) return 1; - float progress = CurrentCharacterBase.progress; - foreach (CharacterElement e in currentConfiguration.Values) - progress += e.WWW.progress; - return (progress - assetbundlesAlreadyDownloaded) / toDownload; - } - } - - public string GetConfig() - { - string s = currentCharacter; - foreach (KeyValuePair category in currentConfiguration) - s += "|" + category.Key + "|" + category.Value.name; - return s; - } - - public void PrepareConfig(string config) - { - config = config.ToLower(); - string[] settings = config.Split('|'); - currentCharacter = settings[0]; - currentConfiguration = new Dictionary(); - for (int i = 1; i < settings.Length; ) - { - string categoryName = settings[i++]; - string elementName = settings[i++]; - CharacterElement element = null; - foreach (CharacterElement e in sortedElements[currentCharacter][categoryName]) - { - if (e.name != elementName) continue; - element = e; - break; - } - if (element == null) throw new System.Exception("未找到Element: " + elementName); - currentConfiguration.Add(categoryName, element); - } - UpdateAssetbundlesAlreadyDownloaded(); - } - - public static CharacterGenerator CreateWithConfig(string config) - { - CharacterGenerator gen = new CharacterGenerator(); - gen.PrepareConfig(config); - return gen; - } -} diff --git a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs.meta b/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs.meta deleted file mode 100644 index f42fbfcb6..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 873edb70a4572c94b85d74089ebb392f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/Editor.meta b/ChangeCharacter/Assets/Plugins/Editor.meta deleted file mode 100644 index cccd31538..000000000 --- a/ChangeCharacter/Assets/Plugins/Editor.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 69f5c06c78dc0cc44a4b5cec080865e1 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs b/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs deleted file mode 100644 index 91db48161..000000000 --- a/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs +++ /dev/null @@ -1,156 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; -using System.IO; -using Object = UnityEngine.Object; - -public class CreateAssetBundles -{ - static string AssetbundlePath = "Assets" + Path.DirectorySeparatorChar + "assetbundles" + Path.DirectorySeparatorChar; - - [MenuItem("Character Generator/Create Assetbundles")] - static void Execute() - { - bool createdBundle = false; - foreach (Object o in Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets)) - { - if (!(o is GameObject)) continue; - if (o.name.Contains("@")) continue; - if (!AssetDatabase.GetAssetPath(o).Contains("/characters/")) continue; - - // 将选中对象转为GameObject对象 - GameObject characterFBX = (GameObject)o; - string name = characterFBX.name.ToLower(); - CreateCharacterBaseAssetBundle(characterFBX, name); - CreatePartAssetBundles(characterFBX, name); - - createdBundle = true; - } - - if(! createdBundle) - { - EditorUtility.DisplayDialog("Character Generator", - "未生成Assetbundle.请选择Project视图中的characters文件夹来生成所有角色或者选择单个子目录生成选定角色", "OK"); - return; - } - - CreateElementDatabaseBundles (); - } - - static void CreateCharacterBaseAssetBundle(GameObject fbx, string name) - { - // 若AssetBundle目录不存在则创建之 - if (!Directory.Exists(AssetbundlePath)) - Directory.CreateDirectory(AssetbundlePath); - - // 若AssetbundlePath下已包含assetbundle文件则删除之 - string[] existingAssetbundles = Directory.GetFiles(AssetbundlePath); - foreach (string bundle in existingAssetbundles) - { - if (bundle.EndsWith(".assetbundle") && bundle.Contains("/assetbundles/" + name)) - File.Delete(bundle); - } - - GameObject characterClone = (GameObject)Object.Instantiate(fbx); - - foreach (Animation a in characterClone.GetComponentsInChildren()) - a.cullingType = AnimationCullingType.AlwaysAnimate; - - foreach (SkinnedMeshRenderer smr in characterClone.GetComponentsInChildren()) - Object.DestroyImmediate(smr.gameObject); - - //生成Male_characterbase.assetbundle和Female_characterbase.assetbundle - characterClone.AddComponent(); - - Object characterBasePrefab = GetPrefab(characterClone, "characterbase"); - string path = AssetbundlePath + name + "_characterbase.assetbundle"; - BuildPipeline.BuildAssetBundle(characterBasePrefab, null, path, BuildAssetBundleOptions.CollectDependencies,BuildTarget.StandaloneWindows); - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(characterBasePrefab)); - } - - static void CreatePartAssetBundles(GameObject fbx, string name) - { - List materials = EditorHelpers.CollectAll(MaterialsPath(fbx)); - - foreach (SkinnedMeshRenderer smr in fbx.GetComponentsInChildren(true)) - { - List toinclude = new List(); - - GameObject rendererClone = (GameObject)PrefabUtility.InstantiatePrefab(smr.gameObject); - GameObject rendererParent = rendererClone.transform.parent.gameObject; - rendererClone.transform.parent = null; - Object.DestroyImmediate(rendererParent); - Object rendererPrefab = GetPrefab(rendererClone, "rendererobject"); - toinclude.Add(rendererPrefab); - - // 若材质对象名称中包含子对象的名称(如eyes、face-1、face-2等则 - // 视将材质对象加入列表。这里注意每个toinclude对象与一个 - // SkinnedMeshRenderer对象对应,即与FBX对象的子对象对应。 - foreach (Material m in materials) - if (m.name.Contains(smr.name.ToLower())) - toinclude.Add(m); - - List boneNames = new List(); - foreach (Transform t in smr.bones) - boneNames.Add(t.name); - - string stringholderpath = "Assets/bonenames.asset"; - StringHolder holder = ScriptableObject.CreateInstance (); - holder.content = boneNames.ToArray(); - AssetDatabase.CreateAsset(holder, stringholderpath); - toinclude.Add(AssetDatabase.LoadAssetAtPath(stringholderpath, typeof (StringHolder))); - - string bundleName = name + "_" + smr.name.ToLower(); - string path = AssetbundlePath + bundleName + ".assetbundle"; - BuildPipeline.BuildAssetBundle(null, toinclude.ToArray(), path, BuildAssetBundleOptions.CollectDependencies,BuildTarget.StandaloneWindows); - - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(rendererPrefab)); - AssetDatabase.DeleteAsset(stringholderpath); - } - } - - static Object GetPrefab(GameObject go, string name) - { - Object tempPrefab = PrefabUtility.CreateEmptyPrefab("Assets/" + name + ".prefab"); - tempPrefab = PrefabUtility.ReplacePrefab(go, tempPrefab); - Object.DestroyImmediate(go); - return tempPrefab; - } - - public static string MaterialsPath(GameObject character) - { - string root = AssetDatabase.GetAssetPath(character); - return root.Substring(0, root.LastIndexOf("/") + 1) + "Per Texture Materials"; - } - - static void CreateElementDatabaseBundles () - { - List characterElements = new List(); - - string[] assetbundles = Directory.GetFiles(AssetbundlePath); - string[] materials = Directory.GetFiles("Assets/CharacterCustomization/characters", "*.mat", SearchOption.AllDirectories); - foreach (string material in materials) - { - foreach (string bundle in assetbundles) - { - FileInfo bundleFI = new FileInfo(bundle); - FileInfo materialFI = new FileInfo(material); - string bundleName = bundleFI.Name.Replace(".assetbundle", ""); - if (!materialFI.Name.StartsWith(bundleName)) continue; - if (!material.Contains("Per Texture Materials")) continue; - characterElements.Add(new CharacterElement(materialFI.Name.Replace(".mat", ""), bundleFI.Name)); - break; - } - } - - CharacterElementHolder t = ScriptableObject.CreateInstance (); - t.content = characterElements; - - string p = "Assets/CharacterElementDatabase.asset"; - AssetDatabase.CreateAsset(t, p); - Object o = AssetDatabase.LoadAssetAtPath(p, typeof(CharacterElementHolder)); - - BuildPipeline.BuildAssetBundle(o, null, AssetbundlePath + "CharacterElementDatabase.assetbundle",BuildAssetBundleOptions.CollectDependencies,BuildTarget.StandaloneWindows); - AssetDatabase.DeleteAsset(p); - } -} diff --git a/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs.meta b/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs.meta deleted file mode 100644 index 499a1ac0a..000000000 --- a/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8b91b58cb43ffbd4d95321088f5b7bd8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs b/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs deleted file mode 100644 index 72575c2c1..000000000 --- a/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System; -using UnityEngine; -using UnityEditor; -using System.IO; -using System.Collections.Generic; -using Object = UnityEngine.Object; - -class EditorHelpers -{ - // 找到目录下指定类型的对象列表 - public static List CollectAll(string path) where T : Object - { - List l = new List(); - string[] files = Directory.GetFiles(path); - - foreach (string file in files) - { - if (file.Contains(".meta")) continue; - T asset = (T) AssetDatabase.LoadAssetAtPath(file, typeof(T)); - if (asset == null) throw new Exception("Asset 不属于类型" + typeof(T) + ": " + file); - l.Add(asset); - } - return l; - } -} - diff --git a/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs.meta b/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs.meta deleted file mode 100644 index 2c1ff6b31..000000000 --- a/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b607deb6c2ce0b54287fe8bcc867af0d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/StringHolder.cs b/ChangeCharacter/Assets/Plugins/StringHolder.cs deleted file mode 100644 index 5d1f9a35a..000000000 --- a/ChangeCharacter/Assets/Plugins/StringHolder.cs +++ /dev/null @@ -1,7 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class StringHolder : ScriptableObject -{ - public string[] content; -} diff --git a/ChangeCharacter/Assets/Plugins/StringHolder.cs.meta b/ChangeCharacter/Assets/Plugins/StringHolder.cs.meta deleted file mode 100644 index fd1755571..000000000 --- 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- void Update() - { - if(generator == null) return; - if(usingLatestConfig) return; - if(!generator.ConfigReady) return; - - usingLatestConfig = true; - - if (newCharacterRequested) - { - //新角色的加载过程 - Destroy(character); - character = generator.Generate(); - Animation a = character.GetComponent(); - a.Play("idle1"); - a["idle1"].wrapMode = WrapMode.Loop; - newCharacterRequested = false; - - if (!firstCharacter) return; - firstCharacter = false; - if(a["walkin"] == null) return; - a["walkin"].layer = 1 ; - a["walkin"].weight = 1; - a.CrossFade("walkin", 0.8f); - character.GetComponent().updateWhenOffscreen = true; - } - else - { - //不加载新角色,更新角色部件的过程 - character = generator.Generate(character); - if (nonLoopingAnimationToPlay == null) return; - Animation a = character.GetComponent(); - a[nonLoopingAnimationToPlay].layer = 1; - a[nonLoopingAnimationToPlay].weight = 1; - a.CrossFade(nonLoopingAnimationToPlay, 0.8f); - nonLoopingAnimationToPlay = null; - } - } - - void ChangeCharacter(bool next) - { - generator.ChangeCharacter(next); - usingLatestConfig = false; - newCharacterRequested = true; - } - - void ChangeElement(string catagory, bool next, string anim) - { - generator.ChangeElement(catagory, next); - usingLatestConfig = false; - - if (!character.GetComponent().IsPlaying(anim)) - nonLoopingAnimationToPlay = anim; - } - - void AddCategory(string category, string displayName, string anim) - { - GUILayout.BeginHorizontal(); - if (GUILayout.Button("<", GUILayout.Width(buttonWidth))) - ChangeElement(category, false, anim); - - GUILayout.Box(displayName, GUILayout.Width(typeWidth)); - - if (GUILayout.Button(">", GUILayout.Width(buttonWidth))) - ChangeElement(category, true, anim); - GUILayout.EndHorizontal(); - } - - void OnGUI() - { - - if (generator == null) return; - GUI.enabled = usingLatestConfig && !character.GetComponent().IsPlaying("walkin"); - - GUILayout.BeginArea(new Rect(10, 10, typeWidth + 2 * buttonWidth + 8, 500)); - // 1. 添加切换角色按钮; - GUILayout.BeginHorizontal(); - if (GUILayout.Button("<", GUILayout.Width(buttonWidth))) - ChangeCharacter(false); - GUILayout.Box("角色", GUILayout.Width(typeWidth)); - if (GUILayout.Button(">", GUILayout.Width(buttonWidth))) - ChangeCharacter(true); - GUILayout.EndHorizontal(); - - // 2. 添加切换角色身体部件按钮; - AddCategory("face", "头", null); - AddCategory("hair", "头发", null); - AddCategory("eyes", "眼睛", null); - AddCategory("top", "身体", "item_shirt"); - AddCategory("pants", "腿", "item_pants"); - AddCategory("shoes", "脚", "item_boots"); - - // 3. 添加保存和删除设置按钮; - if (GUILayout.Button("保存设置")) - PlayerPrefs.SetString(prefName, generator.GetConfig()); - - if (GUILayout.Button("删除设置")) - PlayerPrefs.DeleteKey(prefName); - - GUI.enabled = true; - if (!usingLatestConfig) - { - float progress = generator.CurrentConfigProgress; - string status = "加载中"; - if (progress != 1) status = "下载中" + (int)(progress * 100) + "%"; - GUILayout.Box(status); - } - - GUILayout.EndArea(); - } -} diff --git 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m_EtcTextureNormalCompressor: 2 - m_EtcTextureBestCompressor: 5 - m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp - m_ProjectGenerationRootNamespace: - m_UserGeneratedProjectSuffix: - m_CollabEditorSettings: - inProgressEnabled: 1 diff --git a/ChangeCharacter/README.md b/ChangeCharacter/README.md deleted file mode 100644 index ed80acf77..000000000 --- a/ChangeCharacter/README.md +++ /dev/null @@ -1,8 +0,0 @@ -## 人物换装系统 ---- -### 简介 -一个简单的人物换装系统,主要练习编辑器拓展,AssetBundle的使用,Shader练习   -### 预览 -![](./Previews/1.png) -![](./Previews/2.png) -![](./Previews/3.png) diff --git a/CircusGameOnFC/Assets/Resources/Animator.meta b/CircusGameOnFC/Assets/Resources/Animator.meta deleted file mode 100644 index 396b9a5a3..000000000 --- a/CircusGameOnFC/Assets/Resources/Animator.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 016bf4be44731104cb4f4ee892a32412 -folderAsset: yes -timeCreated: 1508682513 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - 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a/CircusGameOnFC/Assets/Resources/Animator/jump.anim b/CircusGameOnFC/Assets/Resources/Animator/jump.anim deleted file mode 100644 index 3b5910038..000000000 Binary files a/CircusGameOnFC/Assets/Resources/Animator/jump.anim and /dev/null differ diff --git a/CircusGameOnFC/Assets/Resources/Animator/jump.anim.meta b/CircusGameOnFC/Assets/Resources/Animator/jump.anim.meta deleted file mode 100644 index b7cb329e8..000000000 --- a/CircusGameOnFC/Assets/Resources/Animator/jump.anim.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: acb83682a15915b4d962bb54b7a6dad1 -timeCreated: 1508682891 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Resources/Animator/run.anim b/CircusGameOnFC/Assets/Resources/Animator/run.anim deleted file mode 100644 index bbf9d4368..000000000 Binary files a/CircusGameOnFC/Assets/Resources/Animator/run.anim and /dev/null differ diff --git a/CircusGameOnFC/Assets/Resources/Animator/run.anim.meta b/CircusGameOnFC/Assets/Resources/Animator/run.anim.meta deleted file mode 100644 index c1234141b..000000000 --- a/CircusGameOnFC/Assets/Resources/Animator/run.anim.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 83aabe75b7a65bc4083e679bb5afe69f -timeCreated: 1508682483 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git "a/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller" "b/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller" deleted file mode 100644 index 71e2eebee..000000000 Binary files "a/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller" and /dev/null differ diff --git "a/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller.meta" "b/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller.meta" deleted file mode 100644 index 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"b/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1.png" deleted file mode 100644 index 5cb3fffb4..000000000 Binary files "a/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1.png" and /dev/null differ diff --git "a/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1.png.meta" "b/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1.png.meta" deleted file mode 100644 index 138e6b16c..000000000 --- "a/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1.png.meta" +++ /dev/null @@ -1,74 +0,0 @@ -fileFormatVersion: 2 -guid: aff99cf65098e9e4d81fbf06d0f1277a -timeCreated: 1507512744 -licenseType: Pro -TextureImporter: - fileIDToRecycleName: {} - serializedVersion: 4 - mipmaps: - mipMapMode: 0 - enableMipMap: 0 - sRGBTexture: 1 - linearTexture: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapsPreserveCoverage: 0 - alphaTestReferenceValue: 0.5 - mipMapFadeDistanceStart: 1 - mipMapFadeDistanceEnd: 3 - bumpmap: - 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serializedVersion: 2 - sprites: [] - outline: [] - physicsShape: [] - spritePackingTag: - userData: - assetBundleName: - assetBundleVariant: diff --git "a/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1f.png" "b/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1f.png" deleted file mode 100644 index 15797c4e9..000000000 Binary files "a/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1f.png" and /dev/null differ diff --git "a/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1f.png.meta" "b/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1f.png.meta" deleted file mode 100644 index 64c247ee3..000000000 --- "a/CircusGameOnFC/Assets/Resources/Textures/\347\201\253\345\234\210a1f.png.meta" +++ /dev/null @@ -1,74 +0,0 @@ -fileFormatVersion: 2 -guid: e96fe78ea38c73c4e82989aa3dde1773 -timeCreated: 1507512745 -licenseType: Pro -TextureImporter: - fileIDToRecycleName: {} - serializedVersion: 4 - mipmaps: - 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"b/CircusGameOnFC/Assets/Resources/Textures/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\2572.png" deleted file mode 100644 index 28af7edad..000000000 Binary files "a/CircusGameOnFC/Assets/Resources/Textures/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\2572.png" and /dev/null differ diff --git "a/CircusGameOnFC/Assets/Resources/Textures/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\2572.png.meta" "b/CircusGameOnFC/Assets/Resources/Textures/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\2572.png.meta" deleted file mode 100644 index 5cd984574..000000000 --- "a/CircusGameOnFC/Assets/Resources/Textures/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\2572.png.meta" +++ /dev/null @@ -1,90 +0,0 @@ -fileFormatVersion: 2 -guid: 693eca64f78116f449a95d632d757531 -timeCreated: 1507512744 -licenseType: Pro -TextureImporter: - fileIDToRecycleName: {} - serializedVersion: 4 - mipmaps: - mipMapMode: 0 - enableMipMap: 0 - sRGBTexture: 1 - 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maxTextureSize: 2048 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - - buildTarget: Standalone - maxTextureSize: 2048 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - - buildTarget: Android - maxTextureSize: 2048 - textureFormat: -1 - textureCompression: 1 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - spriteSheet: - serializedVersion: 2 - sprites: [] - outline: [] - physicsShape: [] - spritePackingTag: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scenes/Main.unity b/CircusGameOnFC/Assets/Scenes/Main.unity deleted file mode 100644 index 173400fd8..000000000 Binary files a/CircusGameOnFC/Assets/Scenes/Main.unity and /dev/null differ diff --git a/CircusGameOnFC/Assets/Scripts.meta b/CircusGameOnFC/Assets/Scripts.meta deleted file mode 100644 index 7f8e6d775..000000000 --- a/CircusGameOnFC/Assets/Scripts.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 05c21e631b027174396fbfc4d8884644 -folderAsset: yes -timeCreated: 1508074339 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scripts/AudioManager.cs b/CircusGameOnFC/Assets/Scripts/AudioManager.cs deleted file mode 100644 index dee396425..000000000 --- a/CircusGameOnFC/Assets/Scripts/AudioManager.cs +++ /dev/null @@ -1,54 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class AudioManager : MonoBehaviour -{ - - private static AudioManager audioManager = null; - private AudioSource audioSource; - - [SerializeField] - private AudioClip audioDieA; - [SerializeField] - private AudioClip audioDieB; - [SerializeField] - private AudioClip audioJump; - // Use this for initialization - void Start() - { - audioManager = this; - audioSource = this.GetComponent(); - } - - public static AudioManager GetInstance() - { - return audioManager; - } - - public void PlayJumpEffect() - { - if (audioJump != null) - { - audioSource.PlayOneShot(audioJump); - } - } - - public void PlayDieEffect() - { - if (audioDieA != null) - { - audioSource.Stop(); - audioSource.PlayOneShot(audioDieA); - Invoke("PlayDieEffectB", 1.0f); - } - } - - private void PlayDieEffectB() - { - if (audioDieB != null) - { - audioSource.PlayOneShot(audioDieB); - } - } -} diff --git a/CircusGameOnFC/Assets/Scripts/BgController.cs b/CircusGameOnFC/Assets/Scripts/BgController.cs deleted file mode 100644 index eedd402a7..000000000 --- a/CircusGameOnFC/Assets/Scripts/BgController.cs +++ /dev/null @@ -1,57 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class BgController : MonoBehaviour -{ - private Material material; - private float rollOffset = 0f; - public float RollSpeed; - - // Use this for initialization - void Start() - { - this.material = this.GetComponent().material; - } - - /// - /// 滚动地图 - /// - public void RollingMap(Direction direction) - { - if (Direction.Left == direction) - { - this.material.SetTextureOffset("_MainTex", new Vector2(rollOffset -= RollSpeed * Time.deltaTime, 0)); - } - else if (Direction.Right == direction) - { - this.material.SetTextureOffset("_MainTex", new Vector2(rollOffset += RollSpeed * Time.deltaTime, 0)); - } - } - - void Update() - { - if (Input.GetKey(KeyCode.A)) - { - RollingMap(Direction.Left); - } - else if (Input.GetKey(KeyCode.D)) - { - RollingMap(Direction.Right); - } - } - - - -} - -/// -/// 移动方向的枚举 -/// -public enum Direction : byte -{ - UP, - Down, - Left, - Right, -} diff --git a/CircusGameOnFC/Assets/Scripts/BgController.cs.meta b/CircusGameOnFC/Assets/Scripts/BgController.cs.meta deleted file mode 100644 index 2e5697554..000000000 --- a/CircusGameOnFC/Assets/Scripts/BgController.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 020304cd42878884fa0e1ca207f45fb9 -timeCreated: 1508165947 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs b/CircusGameOnFC/Assets/Scripts/FireCircleController.cs deleted file mode 100644 index 1bc5f7d27..000000000 --- a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs +++ /dev/null @@ -1,29 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class FireCircleController : MonoBehaviour -{ - - private PlayerController playerController; - public float Speed; - // Use this for initialization - void Start() - { - playerController = GameObject.FindGameObjectWithTag("Player").GetComponent(); - } - - // Update is called once per frame - void Update() - { - if (playerController.Hp <= 0) - { - return; - } - this.transform.Translate(Vector3.left * Time.deltaTime * Speed); - if (this.transform.position.x <= -2.0f) - { - Destroy(this.gameObject); - } - } -} diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs.meta b/CircusGameOnFC/Assets/Scripts/FireCircleController.cs.meta deleted file mode 100644 index 4118bc93a..000000000 --- a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: cdffed0080c904047a9ae8c4080dbfe4 -timeCreated: 1509204114 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs b/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs deleted file mode 100644 index 9cf57ad74..000000000 --- a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs +++ /dev/null @@ -1,35 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class FireCircleFactory : MonoBehaviour -{ - - private GameObject fireCirclePrefab; - private PlayerController playerController; - private float spawnTime = 0f; - // Use this for initialization - void Start () - { - playerController = GameObject.FindGameObjectWithTag("Player").GetComponent(); - if (null == fireCirclePrefab) - { - fireCirclePrefab = Resources.Load("Prefabs/FireCircle"); - } - spawnTime = Random.Range(1.5f, 2.5f); - } - - // Update is called once per frame - void Update () { - - if(playerController.Hp<=0)return; - - spawnTime -= Time.deltaTime; - if (spawnTime <= 0) - { - Instantiate(fireCirclePrefab, transform.position, Quaternion.identity); - spawnTime = Random.Range(1.5f, 2.5f); - } - - } -} diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs.meta b/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs.meta deleted file mode 100644 index 1c778dfb2..000000000 --- a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1cb34bfbcccaf154995a005487c9a050 -timeCreated: 1509288939 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scripts/PlayerController.cs b/CircusGameOnFC/Assets/Scripts/PlayerController.cs deleted file mode 100644 index 222403b1f..000000000 --- a/CircusGameOnFC/Assets/Scripts/PlayerController.cs +++ /dev/null @@ -1,86 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class PlayerController : MonoBehaviour -{ - - private Animator animator; - private Rigidbody2D rigidbody2D; - private bool isGround; - public BgController bgController; - - public int Hp - { - get; - set; - } - - // Use this for initialization - void Start() - { - animator = this.GetComponent(); - rigidbody2D = this.GetComponent(); - Hp = 1; - } - - // Update is called once per frame - void Update() - { - float horizontal = Input.GetAxis("Horizontal"); - if (horizontal != 0) - { - if (horizontal > 0) - { - bgController.RollingMap(Direction.Right); - } - else if (horizontal < 0) - { - bgController.RollingMap(Direction.Left); - } - animator.SetBool("IsRun", true); - } - else - { - animator.SetBool("IsRun", false); - } - - if (Input.GetKeyDown(KeyCode.Space) && isGround) - { - animator.SetBool("IsJump", true); - rigidbody2D.AddForce(Vector2.up * 170); - AudioManager.GetInstance().PlayJumpEffect(); - } - } - - public void OnCollisionEnter2D(Collision2D collision) - { - if (collision.collider.CompareTag("Ground")) - { - isGround = true; - animator.SetBool("IsJump", false); - } - } - - public void OnCollisionExit2D(Collision2D collision) - { - if (collision.collider.CompareTag("Ground")) - { - isGround = false; - } - - } - - public void OnTriggerEnter2D(Collider2D collision) - { - if (collision.CompareTag("FireCircle")) - { - Hp--; - this.rigidbody2D.Sleep(); - AudioManager.GetInstance().PlayDieEffect(); - animator.SetBool("IsDie",true); - } - } - - -} diff --git a/CircusGameOnFC/Assets/Scripts/PlayerController.cs.meta b/CircusGameOnFC/Assets/Scripts/PlayerController.cs.meta deleted file mode 100644 index 6871879e4..000000000 --- a/CircusGameOnFC/Assets/Scripts/PlayerController.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 21e161bddf37bfa47a88702e2d6b888d -timeCreated: 1508859778 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/CircusGameOnFC.CSharp.csproj b/CircusGameOnFC/CircusGameOnFC.CSharp.csproj deleted file mode 100644 index c946d5f38..000000000 --- a/CircusGameOnFC/CircusGameOnFC.CSharp.csproj +++ /dev/null @@ -1,85 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B} - Library - Assembly-CSharp - 512 - {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} - .NETFramework - v3.5 - Unity Subset v3.5 - - Game:1 - StandaloneWindows:5 - 5.5.0f3 - - 4 - - - pdbonly - false - Temp\UnityVS_bin\Debug\ - Temp\UnityVS_obj\Debug\ - prompt - 4 - DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE - false - - - pdbonly - false - Temp\UnityVS_bin\Release\ - Temp\UnityVS_obj\Release\ - prompt - 4 - TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE - false - - - - - - - - - - - - Library\UnityAssemblies\UnityEngine.dll - - - Library\UnityAssemblies\UnityEngine.UI.dll - - - Library\UnityAssemblies\UnityEngine.Networking.dll - - - Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll - - - Library\UnityAssemblies\UnityEngine.Analytics.dll - - - Library\UnityAssemblies\UnityEngine.HoloLens.dll - - - Library\UnityAssemblies\UnityEngine.VR.dll - - - Library\UnityAssemblies\UnityEditor.dll - - - - - - - - - - - diff --git a/CircusGameOnFC/CircusGameOnFC.sln b/CircusGameOnFC/CircusGameOnFC.sln deleted file mode 100644 index c0fbf4529..000000000 --- a/CircusGameOnFC/CircusGameOnFC.sln +++ /dev/null @@ -1,20 +0,0 @@ - -Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 2013 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CircusGameOnFC.CSharp", "CircusGameOnFC.CSharp.csproj", "{5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Debug|Any CPU.Build.0 = Debug|Any CPU - {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Release|Any CPU.ActiveCfg = Release|Any CPU - {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection -EndGlobal diff --git a/CircusGameOnFC/Previews/preview1.png b/CircusGameOnFC/Previews/preview1.png deleted file mode 100644 index 114b4fce8..000000000 Binary files a/CircusGameOnFC/Previews/preview1.png and /dev/null differ diff --git a/CircusGameOnFC/Previews/preview2.png b/CircusGameOnFC/Previews/preview2.png deleted file mode 100644 index d728a4041..000000000 Binary files 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a/CircusGameOnFC/ProjectSettings/GraphicsSettings.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/InputManager.asset b/CircusGameOnFC/ProjectSettings/InputManager.asset deleted file mode 100644 index 9c7064a5e..000000000 Binary files a/CircusGameOnFC/ProjectSettings/InputManager.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/NavMeshAreas.asset b/CircusGameOnFC/ProjectSettings/NavMeshAreas.asset deleted file mode 100644 index fd9f06a66..000000000 Binary files a/CircusGameOnFC/ProjectSettings/NavMeshAreas.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/NetworkManager.asset b/CircusGameOnFC/ProjectSettings/NetworkManager.asset deleted file mode 100644 index fe4422c5c..000000000 Binary files a/CircusGameOnFC/ProjectSettings/NetworkManager.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/Physics2DSettings.asset b/CircusGameOnFC/ProjectSettings/Physics2DSettings.asset deleted file mode 100644 index 59764e6b3..000000000 Binary files a/CircusGameOnFC/ProjectSettings/Physics2DSettings.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/ProjectSettings.asset b/CircusGameOnFC/ProjectSettings/ProjectSettings.asset deleted file mode 100644 index 4b7308caa..000000000 Binary files a/CircusGameOnFC/ProjectSettings/ProjectSettings.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/ProjectVersion.txt b/CircusGameOnFC/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index 66e05aa78..000000000 --- a/CircusGameOnFC/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 5.5.0f3 diff --git a/CircusGameOnFC/ProjectSettings/QualitySettings.asset b/CircusGameOnFC/ProjectSettings/QualitySettings.asset deleted file mode 100644 index 3b545db6f..000000000 Binary files a/CircusGameOnFC/ProjectSettings/QualitySettings.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/TagManager.asset b/CircusGameOnFC/ProjectSettings/TagManager.asset deleted file mode 100644 index e8306ccd2..000000000 Binary files a/CircusGameOnFC/ProjectSettings/TagManager.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/TimeManager.asset b/CircusGameOnFC/ProjectSettings/TimeManager.asset deleted file mode 100644 index 3327a2451..000000000 Binary files a/CircusGameOnFC/ProjectSettings/TimeManager.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/UnityConnectSettings.asset b/CircusGameOnFC/ProjectSettings/UnityConnectSettings.asset deleted file mode 100644 index d6435dc3e..000000000 Binary files a/CircusGameOnFC/ProjectSettings/UnityConnectSettings.asset and /dev/null differ diff --git a/CircusGameOnFC/README.md b/CircusGameOnFC/README.md deleted file mode 100644 index 0c9b13102..000000000 --- a/CircusGameOnFC/README.md +++ /dev/null @@ -1,9 +0,0 @@ -## 仿写FC上的马戏团 - -### 开发环境 -* Unity5.5.0 + VS2013 -### 预览 -![](./Previews/preview1.png) -![](./Previews/preview2.png) -![](./Previews/preview3.png) -![](./Previews/preview4.png) diff --git a/Crack/README.md b/Crack/README.md new file mode 100644 index 000000000..d61bb73e8 --- /dev/null +++ b/Crack/README.md @@ -0,0 +1,94 @@ +## 加密与破解研究 + +* [awesome-game-security](https://github.com/gmh5225/awesome-game-security) +* [BadCode 恶意代码逃逸源代码](https://github.com/Rvn0xsy/BadCode) + +### 破解 +>* [AssetStudio](https://github.com/zhangjiequan/AssetStudio) +>* [game-hacking Tutorials, tools, and more as related to reverse engineering video games](https://github.com/dsasmblr/game-hacking) +>* [超简单的il2cpp游戏修改教程](https://www.perfare.net/659.html) +>* [unity游戏生成与修改so文件教程](https://www.52pojie.cn/thread-618515-1-1.html) +>* [游戏资源破解提取系列博客](https://blog.csdn.net/BlueEffie/category_6195048.html) +>* [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) +>* [Riru-Il2CppDumper](https://github.com/Perfare/Riru-Il2CppDumper) +>* [Il2CppInspector](https://github.com/djkaty/Il2CppInspector) +>* [Il2CppAssemblyUnhollower](https://github.com/knah/Il2CppAssemblyUnhollower/) +>* [Cpp2IL](https://github.com/SamboyCoding/Cpp2IL) +>* [cutter](https://github.com/rizinorg/cutter) +>* [Hex Editor](https://github.com/WerWolv/ImHex) +>* [Dependencies](https://github.com/lucasg/Dependencies) +>* [unredacter](https://github.com/BishopFox/unredacter) +>* [免杀姿势学习、记录、复现](https://github.com/midisec/BypassAnti-Virus) +>* [免杀技术大杂烩---乱拳也打不死老师傅](https://github.com/Airboi/bypass-av-note) +>* [【日常】瞎解包原神文件记录](https://blog.jixiaob.cn/?post=49) +>* [il2cppdumper doc](https://il2cppdumper.com/reverse/going-in-dry) +>* [uTinyRipper](https://github.com/mafaca/UtinyRipper) +>* [MusicDecrypto](https://github.com/davidxuang/MusicDecrypto) +>* [K8CScan](https://github.com/k8gege/K8CScan) +>* [lamda-史上最强安卓抓包/逆向/HOOK & 云手机/远程桌面/自动化辅助框架](https://github.com/rev1si0n/lamda) +>* [pcileech-Direct Memory Access (DMA) Attack Software](https://github.com/ufrisk/pcileech) +>* [Ponce](https://github.com/illera88/Ponce) +>* [Blackout - kill anti-malware protected processes using BYOVD](https://github.com/ZeroMemoryEx/Blackout) +>* [botw-Decompilation of The Legend of Zelda: Breath of the Wild (Switch 1.5.0)](https://github.com/zeldaret/botw) +>* [frida-il2cpp-bridge](https://github.com/vfsfitvnm/frida-il2cpp-bridge) +>* [osmium-C++ Framework for external cheats](https://github.com/cragson/osmium) +>* [Zygisk-Il2CppDumper](https://github.com/Perfare/Zygisk-Il2CppDumper) +>* [AssetsTools.NET](https://github.com/nesrak1/AssetsTools.NET/tree/upd21-with-inst) +>* [UEDumper](https://github.com/Spuckwaffel/UEDumper) +>* [ceserver-rawmem - CEServer for Cheat Engine 7.4 to perform DMA access to Windows processes](https://github.com/cs1ime/ceserver-rawmem) +>* [KrakenMask - Sleep obfuscation](https://github.com/RtlDallas/KrakenMask) +>* [system_trace_tool - 内核驱动加载/卸载痕迹清理](https://github.com/FiYHer/system_trace_tool) +>* [bochspwn](https://github.com/googleprojectzero/bochspwn) +>* [Unity-game-hacking](https://github.com/imadr/Unity-game-hacking) +>* [SignToolEx](https://github.com/hackerhouse-opensource/SignToolEx) +>* [Metadata - A tool that decrypt/convert customized metadata files](https://github.com/RazTools/Metadata) + +### 加密 +>* [awesome-crypto-papers](https://github.com/pFarb/awesome-crypto-papers) +>* [IL2Cpp简易加密方法](https://blog.csdn.net/ZhangDi2017/article/details/93502914) +>* [A simple Unity library for cheating prevention](https://github.com/ookii-tsuki/SafeValues) +>* [对Unity生成的DLL进行加密](http://www.360doc.com/content/17/0921/11/110467_688885323.shtml) +>* [Unity 2019.4.0 Mono 编译以及加密 windows版](https://blog.csdn.net/u014234721/article/details/107203359) +>* [Unity3D应用防外挂与防破解](https://www.cnblogs.com/open-coder/p/12502177.html) +>* [Unity中使用AES加密方式进行AssetBundle加密](http://www.blinkedu.cn/index.php/2020/12/10/unity%E4%B8%AD%E4%BD%BF%E7%94%A8aes%E5%8A%A0%E5%AF%86%E6%96%B9%E5%BC%8F%E8%BF%9B%E8%A1%8Cassetbundle%E5%8A%A0%E5%AF%86/) +>* [Unity加密方案](https://www.cnblogs.com/linn/p/12758703.html) +>* [Unity il2cpp global-metadata.dat 加密方案](https://fairguard.blog.csdn.net/article/details/115197721) +>* [发布到steam的unity(Il2cpp)游戏破解方法](http://www.manongjc.com/detail/22-jgukdrdlpebkoqx.html) +>* [IDA静态分析与动态分析](https://zhuanlan.zhihu.com/p/38983223) +>* [il2cpp Unity手游逆向破解修改](https://www.jianshu.com/p/a34942d01d2e) +>* [安卓U3D逆向从Assembly-CSharp到il2cpp](https://www.kanxue.com/book-24-116.htm) +>* [加壳到底是怎么回事?](https://zhuanlan.zhihu.com/p/208660624) +>* [RSA加密](./RSA) +>* [MD5加密+加盐](https://www.cnblogs.com/peaceliu/p/7825706.html) +>* [XOR加密解密](./XOR) +>* [Unity AssetBundle 加密](https://www.cnblogs.com/nafio/p/11811265.html) +>* [Unity AssetBundle高效加密案例分享](https://www.cnblogs.com/nafio/p/11811251.html) +>* [AssetBundle的几种加密方式](https://zhuanlan.zhihu.com/p/382888420) +>* [AndResGuard](https://github.com/shwenzhang/AndResGuard) +>* [Unity应用加固保护商业解决方案](https://h.virbox.com/vbp/docs/Unity3D%E5%BA%94%E7%94%A8%E4%BF%9D%E6%8A%A4/Android-Unity3D-APK%E5%8A%A0%E5%9B%BA%E6%B5%81%E7%A8%8B) +>* [iOS代码混淆工具](https://github.com/netyouli/WHC_ConfuseSoftware) +>* [视频加密程序源代码](https://github.com/talver/SuperVideo) +>* [lua-crypto](https://github.com/zhandouxiaojiji/lua-crypto) +>* [O-Z-Unity-Protector-An Integrated Encryption Scheme for Unity Project(Mono & IL2CPP)](https://github.com/Z1029-oRangeSumMer/O-Z-Unity-Protector) +>* [ConfuserEx - An open-source, free protector for .NET applications](https://github.com/mkaring/ConfuserEx) +>* [VMProtect 1](https://github.com/classic130/VMProtect-Source) +>* [VMProtect 2](https://github.com/Obfuscator-Collections/VMProtect) +>* [RelocBonus - An obfuscation tool for Windows](https://github.com/nickcano/RelocBonus) +>* [VMPilot - VMPilot: A Modern C++ Virtual Machine SDK](https://github.com/25077667/VMPilot) +>* [SweetDreams - Implementation of Advanced Module Stomping and Heap/Stack Encryption](https://github.com/CognisysGroup/SweetDreams) +>* [Promon SHIELD Reversal - Overview of Promon SHIELD's Android application protection](https://github.com/KiFilterFiberContext/promon-reversal) +>* [SafeLine - 一款足够简单、足够好用、足够强的免费 WAF](https://github.com/chaitin/SafeLine) +>* [fusor - Obfuscator based on logic-bombs](https://github.com/zzrcxb/fusor) +>* [XKCP - eXtended Keccak Code Package](https://github.com/XKCP/XKCP) +>* [Marble](https://github.com/hackerhouse-opensource/Marble) +>* [WMIProcessWatcher](https://github.com/hackerhouse-opensource/WMIProcessWatcher) +>* [UnityResolve.hpp -About Unity引擎C++接口 | Unity Engine C++ API](https://github.com/issuimo/UnityResolve.hpp) + +### 调试与逆向工具包 +>* [x64dbg](https://github.com/x64dbg/x64dbg) +>* [cutter - Free and Open Source Reverse Engineering Platform powered by rizin](https://github.com/rizinorg/cutter) +>* [radare2 - UNIX-like reverse engineering framework and command-line toolset](https://github.com/radareorg/radare2) +>* [dfhack-Memory hacking library for Dwarf Fortress and a set of tools that use it](https://github.com/DFHack/dfhack) + +### 免杀加壳 +>* [ShellcodeLoader - Windows通用免杀shellcode生成器](https://github.com/SecurityAnalysts01/ShellcodeLoader) diff --git a/Crack/RSA/README.md b/Crack/RSA/README.md new file mode 100644 index 000000000..17024aabb --- /dev/null +++ b/Crack/RSA/README.md @@ -0,0 +1,4 @@ +## RSA 加密算法 + * [C#实现RSA加密解密](https://www.cnblogs.com/soundcode/p/13920332.html) + * [RSA算法实现(C#)](https://www.cnblogs.com/flyingpigg/p/7522359.html) + * [在C#中使用RSA进行加密和解密](https://www.cnblogs.com/liessay/p/12767601.html) \ No newline at end of file diff --git a/Crack/XOR/README.md b/Crack/XOR/README.md new file mode 100644 index 000000000..76597b548 --- /dev/null +++ b/Crack/XOR/README.md @@ -0,0 +1,5 @@ +## xor加密 +>* [C# 简单的异或加密文本文件或字符串](https://www.cnblogs.com/guogangsun/p/10046924.html) +>* [C#使用异或操作符进行加密/解密](https://blog.csdn.net/xc917563264/article/details/109327076) +>* [C++异或加密/解密](https://blog.csdn.net/u012156872/article/details/107052557/) +>* [CBrother脚本异或加密与C++异或加密函数](https://www.cnblogs.com/aibiancheng123/p/10270549.html) diff --git a/CutsceneTimeline/README.md b/CutsceneTimeline/README.md new file mode 100644 index 000000000..97d1b231e --- /dev/null +++ b/CutsceneTimeline/README.md @@ -0,0 +1,34 @@ +## 剧情动画与Timeline研究 + +#### Timeline研究 +>* [Timeline官方文档(中文版)](https://docs.unity3d.com/cn/2018.4/Manual/TimelineSection.html) +>* [Timeline官方文档](https://docs.unity3d.com/Packages/com.unity.timeline@1.5/manual) +>* [手把手教你在Unity2020中使用Timeline](https://linxinfa.blog.csdn.net/article/details/108374878) +>* [Unity3D Timeline 工作流](https://www.jianshu.com/p/d79ed20f4d47) +>* [[干货分享]Unity3D 深入解析Timeline编辑器](https://www.jianshu.com/p/527e74eb59ca) +>* [Unity中用Timeline实现动画特写(上)](https://zhuanlan.zhihu.com/p/83607025) +>* [用Timeline实现动画特写(下)](https://zhuanlan.zhihu.com/p/84820028) +>* [【Unity】TimeLine系列教程——编排剧情!](https://zhuanlan.zhihu.com/p/29188275) +>* [Playables手册](https://docs.unity3d.com/Manual/Playables.html) +>* [[专栏作家]探索TimelinePlayableAPI,让Timeline为所欲为 ](https://www.sohu.com/a/231583446_667928) +>* [timeline自定义轨道Track和片段Clip实战应用(TrackAsset ,PlayableBehaviour , PlayableAsset)](https://blog.csdn.net/js0907/article/details/108878330) +>* [Unite Europe2017演讲视频--Extending Timeline with your own playables](https://www.youtube.com/watch?v=uBPRfcox5hE&t=2331s) + +#### Cinema Director +>* [Cinema Director官网](http://cinema-suite.com/cinema-director/) +>* [Cinema Director Tutorial](https://www.youtube.com/watch?v=nD9EIlTiaBQ) + +#### Slate Cinematic Sequencer +>* [Unity Asset Store](https://assetstore.unity.com/packages/tools/animation/slate-cinematic-sequencer-56558) +>* [官网](https://slate.paradoxnotion.com/) +>* [官方文档](https://slate.paradoxnotion.com/documentation/) + +* [全新影视创作工具 Beta 版新功能概览](https://mp.weixin.qq.com/s/mPdvsmjTCKB5Dbys8PI5Yw) + +#### 视频播放控制 +* [Unity视频播放控制](https://mp.weixin.qq.com/s/iUmR2KPFwNX_PU9vWBmc6Q) + +#### 博客 +>* [单机RPG游戏的剧情动画生成套件DialogueSystem工作流与工具简介](https://zhuanlan.zhihu.com/p/339964212) +>* [近代游戏技术发展回顾,以及PCG技术的展望](https://www.gcores.com/articles/133653) +>* [剧情动画PCG流程及工具搭建方法](https://zhuanlan.zhihu.com/p/475553111) diff --git a/DesignPatterns/README.md b/DesignPatterns/README.md index b0ec65bbb..d7a7b0ba0 100644 --- a/DesignPatterns/README.md +++ b/DesignPatterns/README.md @@ -32,5 +32,6 @@ * [游戏设计模式——面向数据编程(新)](https://www.cnblogs.com/KillerAery/p/11746639.html) * [我曾想深入了解的:依赖倒置、控制反转、依赖注入](https://www.cnblogs.com/sunchong/p/12242994.html) * [帮你整理了一份设计模式速查手册](https://www.cnblogs.com/xibei/p/12362992.html) - +* [Design Patterns Written in Unity3D](https://github.com/QianMo/Unity-Design-Pattern) +* [C++ Design Patterns](https://github.com/JakubVojvoda/design-patterns-cpp) diff --git a/Doc/HtmlAgilityPack.md b/Doc/HtmlAgilityPack.md new file mode 100644 index 000000000..b47294740 --- /dev/null +++ b/Doc/HtmlAgilityPack.md @@ -0,0 +1,5 @@ +## HtmlAgilityPack C# Html解析库 +* [官网](https://html-agility-pack.net/) +* [C# HTML解析工具HtmlAgilityPack使用简介](https://blog.csdn.net/u011127019/article/details/52712038) +* [HtmlAgilityPack - 详细简介和使用](https://www.cnblogs.com/mq0036/p/11705424.html) +* [使用Html Agility Pack快速实现解析Html(C#)](https://blog.csdn.net/zxy13826134783/article/details/85229796) diff --git a/Doc/README.md b/Doc/README.md index 0841c6ff1..ff4c85f7c 100644 --- a/Doc/README.md +++ b/Doc/README.md @@ -1,7 +1,11 @@ ## 放一些乱七八糟杂七杂八的文档 +>* [FFmpeg资料收集](./ffmpeg) >* [Git使用教程:最详细、最傻瓜、最浅显、真正手把手教!](https://mp.weixin.qq.com/s/iIZNynZFKDMcnXZPfx2iqA) ->* [看完这篇还不会用Git,那我就哭了!](https://www.cnblogs.com/wupeixuan/p/11947343.html) +>* [GitHub不再支持密码验证解决方案:SSH免密与Token登录配置](https://www.cnblogs.com/zhoulujun/p/15141608.html) +>* [看完这篇还不会用Git,那我就哭了!](https://www.cnblogs.com/wupeixuan/p/11947343.html) +>* [git merge 和 git rebase 的区别](https://www.cnblogs.com/hiyong/p/17114779.html) +>* [Git Cherry-pick使用](https://www.cnblogs.com/east4ming/p/17624569.html) >* [【github】论怎么去写一个高大上的ReadMe](https://www.cnblogs.com/penghuwan/p/11485101.html) >* [Unity文件、文件引用、Meta详解](https://blog.uwa4d.com/archives/USparkle_inf_UnityEngine.html) >* [计算机启动过程](https://www.cnblogs.com/adamwong/p/10582183.html) @@ -20,6 +24,7 @@ >* [总结关于CPU的一些基本知识](https://www.cnblogs.com/f-ck-need-u/p/11141636.html) >* [程序员需要了解的硬核知识之汇编语言(全)](https://www.cnblogs.com/cxuanBlog/p/11976084.html) >* [程序员不得不了解的硬核知识大全](https://www.cnblogs.com/cxuanBlog/p/12195745.html) +>* [按下开机键后的4.98秒](https://mp.weixin.qq.com/s/bgcSJGf1YSkQg66QY7hhrA) >* [一个文本文件,找出前10个经常出现的词,但这次文件比较长,说是上亿行或十亿行,总之无法一次读入内存](http://www.mamicode.com/info-detail-1037262.html) >* [unity 四叉树管理场景](https://www.cnblogs.com/McYY/p/11332717.html) >* [Unity3d是如何调用MonoBehaviour子类中的Start等方法的?](https://www.zhihu.com/question/27752591) @@ -59,3 +64,62 @@ >* [Unity 2020.1 | 全新的预制件编辑工作流](https://mp.weixin.qq.com/s/0hsKooc5k6BWZMWfKzw4ww) >* [资源Unity游戏云快速上手指南:如何把项目升级到云端加载,实现热更!](https://mp.weixin.qq.com/s/OwOKTzYzdeYLJosFPIUKCg) >* [Il2Cpp Internals: 托管调用栈](https://zhuanlan.zhihu.com/p/132717069) +>* [一口气看完45个寄存器,CPU核心技术大揭秘](https://www.cnblogs.com/xuanyuan/p/13850548.html) +>* [Unity 3D 实用技巧 - 轻松掌握生成Gif动态图与播放](https://mp.weixin.qq.com/s/9se_lJ05fr9J7NG82Ew68w) +>* [使用Git,10件你可能需要“反悔”的事](https://www.cnblogs.com/kagol/p/14076276.html) +>* [Unity3D之空间转换学习笔记(一):场景物体变换](https://www.cnblogs.com/hammerc/p/4638418.html) +>* [十分钟了解20条Unity使用技巧!](https://mp.weixin.qq.com/s/0OEhIQ_oCeVLewCaa2vG9w) +>* [Unity 2020.2 优化了 Time.deltaTime,以实现更流畅的游戏体验](https://mp.weixin.qq.com/s/1kK-1YqZnMeeEqFLrWKRaQ) +>* [IDEA Debug使用教程](https://www.cnblogs.com/yourbatman/p/14384153.html) +>* [Unity 技术大会干货盘点:这些爆款游戏的创作技术,你也能用](https://mp.weixin.qq.com/s/e_WyuvT0SXLdsYiwuunAUw) +>* [值得收藏!Unity B 站教程大集合,让大神带你弯道超车](https://mp.weixin.qq.com/s/cCYOKc6LEuqipceGH8dGeQ) +>* [m1款MacBook Air 使用3个月总结及原生运行于apple芯片架构软件推荐](https://www.cnblogs.com/dereen/p/m1_mac_software.html) +>* [以一抵十,年度精华教程大汇总](https://mp.weixin.qq.com/s/kIWzak2KiVr6-NltDwVRHA) +>* [15个行业案例,帮你站上巨人的肩膀](https://mp.weixin.qq.com/s/AZsrDUFC-MOe1w2iBhvVuA) +>* [开发 2D 游戏必看,实用技巧大汇总](https://mp.weixin.qq.com/s/I6HtITjsHpgpmoLUXXZgDQ) +>* [Git 本地和repo上仓库的清洗](https://blog.csdn.net/zjx923759789/article/details/83120279) +>* [git: 如何减少.git文件的大小?](https://blog.csdn.net/LOI_QER/article/details/107911115) +>* [Unity编译托管插件](https://docs.unity3d.com/cn/current/Manual/UsingDLL.html) +>* [为了 Unity 技术开放日北京站,我们临时包下了隔壁会场(内附资料下载)](https://mp.weixin.qq.com/s/wW9_9Oy6k46RTPhyk6Lv8A) +>* [Game Developer Guides](https://developer.qualcomm.com/docs/adreno-gpu/developer-guide/gpu/overview.html#) +>* [Unity技术开放日杭州站圆满落幕,最新技术案例尽在文中(内附资料下载)](https://mp.weixin.qq.com/s/KKL7TEFgfVi6sx0Un-PlAA) +>* [椭圆弧参数角和扫略角之间的转化](https://blog.csdn.net/baidu_38621657/article/details/87900665) +>* [圆和椭圆的参数方程](https://www.cnblogs.com/wanghai0666/p/5891493.html) +>* [游戏开发中不同时区下的时间问题](https://www.cnblogs.com/iwiniwin/p/15055565.html) +>* [使用 PicGo + Github + JSD 搭建免费图床](https://asuka4every.top/build-your-own-img-host/) +>* [基于Unity的A星寻路算法(绝对简单完整版本)](https://www.cnblogs.com/xinzhilinger/p/15131136.html) +>* [正则表达式匹配各种特殊字符](https://www.jb51.net/article/167287.htm) +>* [从游戏随机地图:浅谈生成艺术!](https://mp.weixin.qq.com/s/-ciHVEYR9GAOZvprHbA3hA) +>* [collecting books, papers and docs](https://github.com/Kensuke-Hinata/statistic) +>* [一套随机地图的生成方案](https://mp.weixin.qq.com/s/ZECog7Qf5Pxx6om0DSg5bg) +>* [教你Unity灯光烘焙1~2](https://mp.weixin.qq.com/s/O4B0_hw6LZTr_g6IvqBotA) +>* [Github如何撤销提交并清除痕迹](https://www.cnblogs.com/quickcodes/p/Github-ru-he-che-xiao-ti-jiao-bing-qing-chu-hen-ji.html) +>* [Enter Play Mode faster in Unity 2019.3](https://blog.unity.com/technology/enter-play-mode-faster-in-unity-2019-3) +>* [HtmlAgilityPack C# Html解析库](./HtmlAgilityPack.md) +>* [git 拉取远程分支到本地](https://blog.csdn.net/carfge/article/details/79691360) +>* [大地图的分块加载](https://zhuanlan.zhihu.com/p/458672730) +>* [git使用的一些姿势](https://www.jianshu.com/p/393d8630dafa) +>* [bat/cmd将命令执行的结果赋值给变量](https://www.cnblogs.com/zndxall/p/9188300.html) +>* [iOS TimeZone](https://titanwolf.org/Network/Articles/Article?AID=9de70013-c256-40c6-97f5-127427204264) +>* [List of tz database time zones](https://en.wikipedia.org/wiki/List_of_tz_database_time_zones) +>* [计算机补码:负数赋值给unsigned char的“奇怪”结果](https://blog.csdn.net/luocm/article/details/107681533) +>* [操作无符号整数的注意事项](https://developer.51cto.com/article/668938.html) +>* [【技术分析】探讨大世界游戏的制作流程及技术——前期流程篇](https://mp.weixin.qq.com/s/hWscTP_wmR4oCh6AmagO4Q) +>* [从一道算法题实现一个文本diff小工具](https://segmentfault.com/a/1190000040545382) +>* [LearningUnrealEngine](https://github.com/ibbles/LearningUnrealEngine) +>* [Unity 不同空间坐标转换中的矩阵应用](https://blog.csdn.net/xinzhilinger/article/details/122209787) +>* [Linux源码分析](https://github.com/liexusong/linux-source-code-analyze) +>* [腾讯:hash函数介绍](http://www.alloyteam.com/2017/05/hash-functions-introduction/) +>* [哈希表针对冲突的两种方式优缺点是什么](https://www.zhihu.com/question/47258682) +>* [开放世界技术整理 #30 黑客帝国觉醒:建筑生成](https://zhuanlan.zhihu.com/p/494481350) +>* [3D变换的组合与分解](https://zhuanlan.zhihu.com/p/119066087) +>* [【GDCVault】《看门狗:军团》群体 AI 框架](https://zhuanlan.zhihu.com/p/463560068) +>* [出动200人,已获版号,朝夕光年这款自研UE产品遇到了哪些难题?](https://mp.weixin.qq.com/s/R0VrRAvLzqowb9V4m9zm4Q) +>* [空间数据结构(四叉树/八叉树/BVH树/BSP树/k-d树)](https://www.cnblogs.com/KillerAery/p/10878367.htm) +>* [通用游戏地图解决方案设计解析](https://mp.weixin.qq.com/s/JSChyaS46d0EYnhwAW0ddA) +>* [手游Android端后台下载技术分享](https://zhuanlan.zhihu.com/p/612923726) +>* [【Unity】使用dmp文件定位Player崩溃原因 ](https://www.cnblogs.com/caiger-blog/p/16211519.html) +>* [git_and_unity smarymerge](https://gist.github.com/Ikalou/197c414d62f45a1193fd) +>* [更高效地利用内存空间!Unity正逐步移植到CoreCLR GC](https://mp.weixin.qq.com/s/eTtRvOn8gGUIglqTOyhI4g) +>* [UE4 RoboMerge 部署方法](https://zhuanlan.zhihu.com/p/597540557) +>* [文件I/O的内核缓冲](https://www.cnblogs.com/yungyu16/p/13051582.html) diff --git a/Doc/ffmpeg/README.md b/Doc/ffmpeg/README.md new file mode 100644 index 000000000..23f74acf8 --- /dev/null +++ b/Doc/ffmpeg/README.md @@ -0,0 +1,8 @@ +## FFmpeg资料收集 + +>* [FFmpeg命令介绍](https://blog.csdn.net/qq_43057180/article/details/105676230) +>* [ffmpeg参数中文详细解释](https://blog.csdn.net/leixiaohua1020/article/details/12751349) +>* [C#进程调用FFmpeg操作音视频](https://blog.csdn.net/zls365365/article/details/122955348) +>* [FFmpeg硬件加速](https://www.bilibili.com/read/cv1570233) +>* [FFmpeg学习(12)——视频转码技巧之二次编码](https://blog.csdn.net/tianshan2010/article/details/104850037) +>* [CRF指南(x264 和 x265 中的固定码率因子)](https://blog.csdn.net/shiqian1022/article/details/88390108) diff --git "a/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md" "b/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md" index 9d593d013..67716ff8f 100644 --- "a/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md" +++ "b/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md" @@ -1,7 +1,8 @@ ### 面试题整理(附答案) #### lua相关 -* lua深拷贝和浅拷贝的区别?如何实现深拷贝? A:http://ju.outofmemory.cn/entry/212960 +* lua深拷贝和浅拷贝的区别?如何实现深拷贝? A: cnblogs.com/vanishfan/p/4576603.html +https://blog.mutoo.im/2015/10/deepclone-in-lua/ * lua中ipairs和pairs的区别? A: https://blog.csdn.net/wwlcsdn000/article/details/81291756 * lua中的userdata是什么?有什么作用? A: https://blog.csdn.net/adam040606/article/details/56484488 @@ -17,7 +18,7 @@ https://blog.csdn.net/zhang197093/article/details/77109674 * lua是如何实现热更新的? A: 考察Package.loaded #### C#相关 -* 用过协程吗?应用场景是什么?协程与线程的区别?协程的底层实现原理? +* 用过协程吗?应用场景是什么?协程与线程的区别?协程的底层实现原理? A:https://www.cnblogs.com/iwiniwin/p/14878498.html * 值类型和引用类型的区别? A:https://www.cnblogs.com/u3ddjw/p/11065189.html * 堆和栈的区别?内存分配时地址有什么不同? A:https://www.cnblogs.com/u3ddjw/p/11065189.html * GC的原理?Unity中Mono的GC和.net原生的GC算法有什么区别? A:https://www.cnblogs.com/u3ddjw/p/11065189.html @@ -95,7 +96,9 @@ https://blog.codingnow.com/2012/03/dev_note_13.html * 实现一个比较好的洗牌算法? A:直接上Fisher-Yates shuffle洗牌算法 https://blog.csdn.net/u012604810/article/details/82177726 https://blog.csdn.net/bitcarmanlee/article/details/52206847 -* 从二叉查找树到B+树中间的各种树复习 A:https://www.cnblogs.com/godoforange/p/11618643.html +* 从二叉查找树到B+树中间的各种树复习 A:https://www.cnblogs.com/godoforange/p/11618643.html +* [最大连续子序列和](https://blog.csdn.net/u011947630/article/details/81542591) +* [C++实现队列--数组实现和链表实现](https://blog.csdn.net/FreeeLinux/article/details/52075018) #### 网络相关 * 简述一下TCP三次握手和四次挥手的过程?A:https://www.cnblogs.com/pretty-guy/p/11457706.html diff --git a/ECS/README.md b/ECS/README.md index c8bb14377..bf8253f40 100644 --- a/ECS/README.md +++ b/ECS/README.md @@ -5,3 +5,28 @@ * [云风:浅谈《守望先锋》中的 ECS 构架](https://blog.codingnow.com/2017/06/overwatch_ecs.html) * [深入解读Job System(1)](https://mp.weixin.qq.com/s/IY_zmySNrit5H8i0CcTR7Q) * [深入解读Job system(2)](https://mp.weixin.qq.com/s/vV4kqorvMtddjrrjmOxQKg) +* [ECS入门之Hello World](https://mp.weixin.qq.com/s/2LrfF0UmkCIwJ6_2xYzyWw) +* [ECS的核心概念](https://mp.weixin.qq.com/s/Tvtqz51Np7vWeYwKcQtHdQ) +* [LeoECS](https://github.com/Leopotam/ecs) +* [ReeseUnityDemos](https://github.com/reeseschultz/ReeseUnityDemos) +* [actors.unity](https://github.com/PixeyeHQ/actors.unity) +* [A fully-featured deformer system for Unity](https://github.com/keenanwoodall/Deform) +* [ecs-faq](https://github.com/SanderMertens/ecs-faq) +* [LiteEntitySystem-Pure C# HighLevel API for multiplayer games](https://github.com/RevenantX/LiteEntitySystem) +* [entt-Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more](https://github.com/skypjack/entt) +* [Svelto.ECS](https://github.com/sebas77/Svelto.ECS) +* [gaia-ecs](https://github.com/richardbiely/gaia-ecs) +* [Arch](https://github.com/genaray/Arch) +* [morpeh - 🎲 ECS Framework for Unity Game Engine and .Net Platform](https://github.com/scellecs/morpeh) +* [flecs - A fast entity component system (ECS) for C & C++](https://github.com/SanderMertens/flecs) + + +## JobSystem +* [Unity DOTS(一) Job System 介绍](https://zhuanlan.zhihu.com/p/66336209) +* [C# Job System](https://www.cnblogs.com/sifenkesi/p/12258842.html) +* [Unity 多线程 JobSystem 简述](https://warl.top/posts/Unity-JobSystem/) +* [Unity中文社区 Job System教程](https://developer.unity.cn/projects/61f68b70edbc2a16f7df9e83) +* [IJob API Document](https://docs.unity3d.com/2023.1/Documentation/ScriptReference/Unity.Jobs.IJob.html) +* [C# Job System Manual](https://docs.unity3d.com/2023.1/Documentation/Manual/JobSystem.html) +* [Unity JobSystem使用及技巧](https://www.cnblogs.com/FlyingZiming/p/17241013.html) +* [animation-jobs-samples](https://github.com/Unity-Technologies/animation-jobs-samples) diff --git a/Effective C#/README.md b/Effective C#/README.md index 1f4952b28..0d45893fe 100644 --- a/Effective C#/README.md +++ b/Effective C#/README.md @@ -1,6 +1,19 @@ -## Effective C# U3D高效C#技法训练 +# Effective C# 高效C#技法训练 -### 目录 +## 目录 +### 指针 +>* [C#(含Unity)unsafe指针快速反射第一篇(字段篇 )](https://zhuanlan.zhihu.com/p/547327113) +>* [C#(含Unity)unsafe指针快速反射第二篇(属性篇 )](https://zhuanlan.zhihu.com/p/552294970) +>* [IntPtr 结构](https://learn.microsoft.com/zh-cn/dotnet/api/System.IntPtr?view=net-5.0) +>* [Marshal 类](https://learn.microsoft.com/zh-cn/dotnet/api/system.runtime.interopservices.marshal?view=net-5.0) + +### unsafe +>* [不安全代码、指针类型和函数指针](https://learn.microsoft.com/zh-cn/dotnet/csharp/language-reference/unsafe-code) +>* [unsafe(C# 参考)](https://learn.microsoft.com/zh-cn/dotnet/csharp/language-reference/keywords/unsafe) + +### 其他 +>* [awesome-dotnet-tips](https://github.com/meysamhadeli/awesome-dotnet-tips) +>* [referencesource](https://github.com/microsoft/referencesource) >* [Learning Hard C# 博客原文](https://www.kancloud.cn/wizardforcel/learning-hard-csharp/111492) >* [Unity3D中使用委托和事件](https://github.com/XINCGer/Unity3DTraining/tree/master/Effective%20C%23/Delegate_EventTraining) >* [浅谈 .NET 中的对象引用、非托管指针和托管指针](https://www.cnblogs.com/blurhkh/p/10357576.html) @@ -16,11 +29,46 @@ >* [从零开始分析C#所有常用集合类的设计(源码向)](https://www.lfzxb.top/re0-c-generic-collections-analyze-with-source-code/) >* [聊聊“装箱”在CLR内部的实现](https://www.cnblogs.com/murongxiaopifu/p/12295848.html) >* [【5min+】 这些C#的运算符您都认识吗?](https://www.cnblogs.com/uoyo/p/12307959.html) ->* [C#中的9个“黑魔法”与“骚操作”](https://www.cnblogs.com/sdflysha/p/20200331-black-magic-in-csharp.html) >* [你所不知道的 C# 中的细节](https://www.cnblogs.com/hez2010/p/12606419.html) >* [内存迟迟下不去,可能你就差一个GC.Collect](https://www.cnblogs.com/huangxincheng/p/12839160.html) ->* [List的扩容机制,你真的明白吗?](https://www.cnblogs.com/huangxincheng/p/12954569.html) +>* [List的扩容机制,你真的明白吗?](https://www.cnblogs.com/huangxincheng/p/12954569.html) +>* [浅析C# Dictionary实现原理](https://www.cnblogs.com/InCerry/p/10325290.html) >* [使用PInvoke互操作,让C#和C++愉快的交互优势互补](https://www.cnblogs.com/huangxincheng/p/12985351.html) >* [C# 中的Async 和 Await 的用法详解](https://www.cnblogs.com/yilezhu/p/10555849.html) >* [.NET 异步详解](https://www.cnblogs.com/hez2010/p/async-in-dotnet.html) +>* [C# 彻底搞懂async/await](https://www.cnblogs.com/zhaoshujie/p/11192036.html) >* [c# 按位与,按位或](https://www.cnblogs.com/mili3/archive/2013/03/07/2947564.html) +>* [利用按位取反(~)从复合枚举值里清除枚举值](https://blog.csdn.net/hchaoh/article/details/84698752) +>* [新版 C# 高效率编程指南](https://www.cnblogs.com/hez2010/p/13724904.html) +>* [C# Type.GetType 返回NULL 问题解决记录](https://blog.csdn.net/qq_17347313/article/details/102834781) +>* [.NET/C# 判断某个类是否是泛型类型或泛型接口的子类型](https://www.cnblogs.com/walterlv/p/10236419.html) +>* [C# List Sort 排序用法总结](https://zhuanlan.zhihu.com/p/141618333) +>* [什么是C#的值类型与引用类型?Class与Struct对比](https://mp.weixin.qq.com/s/RSZTSceOaVKhl3KP6X6BKg) +>* [LINQ 查询简介 (C#)](https://docs.microsoft.com/zh-cn/dotnet/csharp/programming-guide/concepts/linq/introduction-to-linq-queries) +>* [语言集成查询 (LINQ)](https://docs.microsoft.com/zh-cn/dotnet/csharp/linq/) +>* [帮你理清 C# 委托、事件、Action、Func](https://mp.weixin.qq.com/s/V6u4fsrlY9tSVUKQty7eDA) +>* [C# Async/Await原理剖析](https://blog.csdn.net/weixin_43990579/article/details/105417652) +>* [Unity3d的Task存在的坑](https://zhuanlan.zhihu.com/p/86168785) +>* [一文说通C#中的异步编程](https://www.cnblogs.com/tiger-wang/p/13357981.html) +>* [C#中的9个“黑魔法”](https://zhuanlan.zhihu.com/p/121792448) +>* [c#动态设置attribute](https://www.cnblogs.com/jacle169/archive/2013/04/20/3032113.html) +>* [在C#序列化中保存字典](http://ask.sov5.cn/q/7hBfSdNfiP) +>* [C#中字符串优化String.Intern、IsInterned详解](https://www.jb51.net/article/129541.htm) +>* [await,async 我要把它翻个底朝天,这回你总该明白了吧](https://blog.csdn.net/huangxinchen520/article/details/108214146) +>* [异步编程模型](https://docs.microsoft.com/zh-cn/dotnet/csharp/programming-guide/concepts/async/task-asynchronous-programming-model) +>* [C#中的异步任务类型记录](https://www.jianshu.com/p/77bcfabc3f9f) +>* [Async Task Types in C#](https://github.com/dotnet/roslyn/blob/main/docs/features/task-types.md) +>* [C#中的变量存储](https://www.jianshu.com/p/ceb5e9fd607e) +>* [深入理解.NET中的并行编程(TPL)——多线程、异步、任务和并行计算](https://zhuanlan.zhihu.com/p/242142417) +>* [任务并行库 (TPL)](https://docs.microsoft.com/zh-cn/dotnet/standard/parallel-programming/task-parallel-library-tpl?redirectedfrom=MSDN) +>* [基于无锁的C#并发队列实现](https://www.cnblogs.com/akxmhd/p/15305868.html) +>* [AsyncLock: an async/await-friendly locking library for C# and .NET](https://neosmart.net/blog/2017/asynclock-an-asyncawait-friendly-locking-library-for-c-and-net/) +>* [.NET 零开销抽象指南](https://zhuanlan.zhihu.com/p/579403949) +>* [托管线程处理的最佳做法](https://learn.microsoft.com/zh-cn/dotnet/standard/threading/managed-threading-best-practices) +>* [C#基础知识梳理系列九:StringBuilder](https://www.cnblogs.com/solan/archive/2012/08/06/CSharp09.html) + +### Roslyn +>* [roslyn](https://github.com/dotnet/roslyn) +>* [Roslynator](https://github.com/JosefPihrt/Roslynator) +>* [.NET Compiler Platform SDK](https://docs.microsoft.com/zh-cn/dotnet/csharp/roslyn-sdk/) +>* [从零开始学习 dotnet 编译过程和 Roslyn 源码分析](https://www.jianshu.com/p/5b3c23cb3cf2) diff --git a/Engine/README.md b/Engine/README.md new file mode 100644 index 000000000..649b128b0 --- /dev/null +++ b/Engine/README.md @@ -0,0 +1,196 @@ +# 引擎研究 + +## Unity源码分析 +* [Unity 引擎资源管理代码分析(1)](https://cloud.tencent.com/developer/article/1005786) +* [Unity 引擎资源管理代码分析(2)](https://cloud.tencent.com/developer/article/1005843) +* [Unity 引擎资源管理代码分析(3)](https://cloud.tencent.com/developer/article/1005853) +* [[U3D]StreamedBinaryRead::TransferSTLStyleArray崩溃分析](https://zhuanlan.zhihu.com/p/59394832) +* [[U3D] GetPreloadData 崩溃分析](https://zhuanlan.zhihu.com/p/113049982) +* [Unity3D 秘籍之 开启编辑器隐藏功能](https://zhuanlan.zhihu.com/p/91011605) +* [[U3D]TextureStreamingJob 崩溃分析一则](https://zhuanlan.zhihu.com/p/67941302) +* [Unity技术开放日 | 绝对干货 - 揭秘Unity的黑盒世界,“ShaderLab”底层原理浅谈](https://developer.unity.cn/projects/61289638edbc2a484ade955c) +* [Unity技术开放日 | 绝对干货 - 揭秘Unity的黑盒世界,原生对象和托管对象浅谈](https://developer.unity.cn/projects/6152e4fbedbc2a0020584027) +* [【Unity笔记】ShaderLab与其底层原理浅谈](https://zhuanlan.zhihu.com/p/400470713) +* [【笔记】Unity内存分配和回收的底层原理](https://zhuanlan.zhihu.com/p/381859536) +* [【Unity】Asset简介](https://zhuanlan.zhihu.com/p/411946807) +* [Unity如何把一个对象从内存序列化到磁盘](https://juzhen.space/post/820kmhmbt/) +* [深入剖析 Unity 协程的实现原理](https://blog.sunweizhe.cn/2020/05/08/%E6%B7%B1%E5%85%A5%E5%89%96%E6%9E%90Unity%E5%8D%8F%E7%A8%8B%E7%9A%84%E5%AE%9E%E7%8E%B0%E5%8E%9F%E7%90%86/) +* [Unity AssetBundle文件格式解析](https://chenanbao.github.io/2020/01/08/AssetBundle/) +* [Alan Liu's Blog](https://alanliu90.hatenablog.com/archive) +* [Asset Bundle 格式简析](https://blog.csdn.net/TorstenZhou/article/details/107360345) +* [研究快速修改Unity构建包内的资源文件](https://zhuanlan.zhihu.com/p/677543237) +* [Unity Asset Bundles tips and pitfalls](https://blog.unity.com/engine-platform/unity-asset-bundles-tips-pitfalls) +* [Unity Asset Bundles,不可不知的使用技巧和误区](https://mp.weixin.qq.com/s/2wMpO9h7aCcv3gpVBJxQDA) +* [团结 AssetBundle 新功能深度解析:加密、依赖分析优化与并行构建提升](https://mp.weixin.qq.com/s/05_Jbh6SmMNK8yId88hgdA) +* [Unity IL2CPP的GC原理](https://mp.weixin.qq.com/s/iz54xvT4NQV01R2q76ENGw) +* [团结 AssetBundle 新功能深度解析 Ⅱ:多进程并行构建提升](https://mp.weixin.qq.com/s/uL-6AePwRClkV_XB_Mn7Lw) + +## UnrealEngine分析 +* [虚幻引擎编译系统总结](https://mp.weixin.qq.com/s/33nGKBrEl2W9Q8vBbd66pw) +* [解析UE动画系统——核心实现](https://mp.weixin.qq.com/s/wdpZiHAegrtRV97VAXMsrA) +* [UE5多线程|FRunnableThread](https://mp.weixin.qq.com/s/l7ne4C1KmOS77FO2U0q5Lg) +* [UE5多线程|ThreadPool](https://mp.weixin.qq.com/s/89uDjQcAnlqgOf-gUJ1fCw) +* [UE5多线程|TaskGraph](https://mp.weixin.qq.com/s/WkyMNzR2ZN4-9JUQM6dnpw) + +## 物理 +* [NVIDIA PhysX SDK 5.0](https://github.com/NVIDIA-Omniverse/PhysX) +* [NVIDIA PhysX SDK](https://github.com/NVIDIAGameWorks/PhysX) +* [NVIDIA PhysX SDK 3.4](https://github.com/NVIDIAGameWorks/PhysX-3.4) +* [Bullet Physics SDK](https://github.com/bulletphysics/bullet3) +* [A cross-platform, realtime physics engine for all .NET app](https://github.com/notgiven688/jitterphysics) +* [3DLineDetection](https://github.com/xiaohulugo/3DLineDetection) +* [ZEn NOde system - a simulation & rendering engine in nodes](https://github.com/zenustech/zeno) +* [Voxel-based fluid simulation engine for computer games](https://github.com/CubbyFlow/CubbyFlow) +* [Bounce is a 3D physics engine for games](https://github.com/irlanrobson/bounce) +* [JoltPhysics-A multi core friendly rigid body physics and collision detection library suitable for games and VR applications](https://github.com/jrouwe/JoltPhysics) +* [JoltPhysicsSharp-JoltPhysics C# bindings](https://github.com/amerkoleci/JoltPhysicsSharp) +* [A small 2D physics engine](https://github.com/erincatto/box2d-lite) +* [deterministic_physics 能为3D帧同步游戏提供一致性、确定性的物理引擎](https://github.com/devlinzhou/deterministic_physics) +* [FLAT- A 2D rigid body physics engine](https://github.com/yuanming-hu/FLAT) +* [reactphysics3d-Open source C++ physics engine library in 3D](https://github.com/DanielChappuis/reactphysics3d) +* [Chipmunk2D-A fast and lightweight 2D game physics library](https://github.com/slembcke/Chipmunk2D) +* [miniphysics-Single file collision detection and dynamics library](https://github.com/mackron/miniphysics) +* [ImpulseEngine-Simple, open source, 2D impulse based physics engine for educational use](https://github.com/RandyGaul/ImpulseEngine) +* [chrono-High-performance C++ library for multiphysics and multibody dynamics simulations](https://github.com/projectchrono/chrono) +* [mujoco-Multi-Joint dynamics with Contact. A general purpose physics simulator](https://github.com/deepmind/mujoco) +* [box2d-netstandard](https://github.com/codingben/box2d-netstandard) +* [bepuphysics2 - Pure C# 3D real time physics simulation library, now with a higher version number](https://github.com/bepu/bepuphysics2) +* [The Open Dynamics Engine (ODE)](https://github.com/thomasmarsh/ODE) +* [IrrPAL - repository for Irrlicht and PAL physics integration](https://github.com/netpipe/IrrPAL) +* [manifold - Geometry library for topological robustness](https://github.com/elalish/manifold) +* [QuarkPhysics](https://github.com/erayzesen/QuarkPhysics) +* [havok-2013](https://github.com/sigmaco/havok-2013) +* [godot-jolt](https://github.com/godot-jolt/godot-jolt) +* [历时2年,华人团队力作,震撼开源生成式物理引擎Genesis,可模拟世界万物](https://mp.weixin.qq.com/s/ioYK3YV07f9m0Iu-l6tLsg) +* [Genesis - A generative world for general-purpose robotics & embodied AI learning](https://github.com/Genesis-Embodied-AI/Genesis) +* [KawaiiPhysics - KawaiiPhysics : Simple fake Physics for UnrealEngine4 & 5](https://github.com/pafuhana1213/KawaiiPhysics) +* [RVO2 - Optimal Reciprocal Collision Avoidance (C++)](https://github.com/snape/RVO2) + +## 渲染 +* [现代渲染引擎开发-Modern Graphic API](https://mp.weixin.qq.com/s/ZEDfNmyFF5UTpGJDp3Okqw) +* [Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2](https://github.com/google/filament) +* [Real-Time Rendering Framework](https://github.com/NVIDIAGameWorks/Falcor) +* [3D engine focusing on modern rendering](https://github.com/turanszkij/WickedEngine) +* [The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2](https://github.com/ConfettiFX/The-Forge) +* [tinyrenderer](https://github.com/ssloy/tinyrenderer) +* [ShaderLab](https://github.com/BobLChen/ShaderLab) +* [OpenGL Mathematics (GLM)](https://github.com/g-truc/glm) +* [DXE-A voxel cone traced realtime Global Illumination rendering engine in dx12, wip](https://github.com/LanLou123/DXE) +* [MathGeoLib-A C++ library for linear algebra and geometry manipulation for computer graphics](https://github.com/juj/MathGeoLib) +* [FidelityFX-FSR2 FidelityFX Super Resolution 2](https://github.com/GPUOpen-Effects/FidelityFX-FSR2) +* [LunaSDK-++ software development framework for real-time rendering applications](https://github.com/JX-Master/LunaSDK) +* [3d-game-shaders-for-beginners](https://github.com/lettier/3d-game-shaders-for-beginners) +* [embree](https://github.com/embree/embree) +* [openmoonray](https://github.com/dreamworksanimation/openmoonray) +* [renderer-A shader-based software renderer written from scratch in C89](https://github.com/zauonlok/renderer) +* [geometry-central(Applied 3D geometry in C++, with a focus on surface meshes)](https://github.com/nmwsharp/geometry-central) +* [XUSG](https://github.com/StarsX/XUSG) +* [magnum-Lightweight and modular C++11 graphics middleware](https://github.com/mosra/magnum) +* [nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations](https://github.com/memononen/nanovg) +* [SRender](https://github.com/SunXLei/SRender) +* [igl - intermediate Graphics Library](https://github.com/facebook/igl) +* [smaa-cpp](https://github.com/iRi-E/smaa-cpp) +* [Candela - Pathtraced Realtime Engine](https://github.com/swr06/Candela) +* [skia Skia is a complete 2D graphic library for drawing Text, Geometries, and Images](https://github.com/google/skia) +* [Friction Graphics](https://github.com/friction2d/friction) +* [hlslpp - Math library using HLSL syntax with multiplatform SIMD support](https://github.com/redorav/hlslpp) +* [LLGL - Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal](https://github.com/LukasBanana/LLGL) + +## 动画 +* [Motion-Matching](https://github.com/orangeduck/Motion-Matching) +* [在UE5中,预测脚步IK实现-PredictFootIK](https://mp.weixin.qq.com/s/64Mye5xvBpBSjHsZUGTPrQ) + +## 开源引擎 +* [Game Engines with Source: Learning from the best](https://github.com/redorav/public_source_engines) +* [WickedEngine](https://github.com/turanszkij/WickedEngine) +* [OpenGraphic - Graphic Engine & Game Engine lists](https://github.com/Gforcex/OpenGraphic) +* [Game engine created using OpenGL and C++](https://github.com/MrFrenik/Enjon) +* [Flax Engine – multi-platform 3D game engine](https://github.com/FlaxEngine/FlaxEngine) +* [Godot Engine – Multi-platform 2D and 3D game engine](https://github.com/godotengine/godot) +* [awesome-godot](https://github.com/godotengine/awesome-godot) +* [godex - Godex is a Godot Engine ECS library](https://github.com/GodotECS/godex) +* [Piccolo – mini game engine for games104](https://github.com/BoomingTech/Piccolo) +* [Cross mobile platform 2D&3D C++ game engine](https://github.com/fjz13/Medusa) +* [Esoterica Engine](https://github.com/BobbyAnguelov/Esoterica) +* [FluxEngine](https://github.com/simco50/FluxEngine) +* [Iris is a cross-platform game engine written in modern C++](https://github.com/irisengine/iris) +* [C++20 framework for creative coding 🎮🎨🎹 / Cross-platform support (Windows, macOS, Linux, and the Web)](https://github.com/Siv3D/OpenSiv3D) +* [Simple DirectMedia Layer (SDL) Version 2.0](https://github.com/libsdl-org/SDL) +* [SakuraEngine 为高性能而生的游戏运行时与工具箱](https://github.com/SakuraEngine/SakuraEngine) +* [Utopia Game Engine 无境游戏引擎](https://github.com/Ubpa/Utopia) +* [KlayGE-Cross-platform open source game engine with plugin-based architecture](https://github.com/gongminmin/KlayGE) +* [urho3d](https://github.com/urho3d/urho3d) +* [defold](https://github.com/defold/defold) +* [Hazel-Hazel Engine](https://github.com/TheCherno/Hazel) +* [turso3d](https://github.com/cadaver/turso3d) +* [U3D-Open-source, cross-platform 2D and 3D game engine built in C++](https://github.com/u3d-community/U3D) +* [halley-A lightweight game engine written in modern C++](https://github.com/amzeratul/halley) +* [librg-🚀 Making multi-player gamedev simpler since 2017](https://github.com/zpl-c/librg) +* [zpl-📐 Pushing the boundaries of simplicity](https://github.com/zpl-c/zpl) +* [ogre-scene-oriented, flexible 3D engine (C++, Python, C#, Java)](https://github.com/OGRECave/ogre) +* [AXMOL Engine](https://github.com/axmolengine/axmol) +* [NextEngine](https://github.com/CompilerLuke/NextEngine) +* [vulkan-engine](https://github.com/MohammadFakhreddin/vulkan-engine) +* [SpartanEngine - Game engine with an emphasis on architectural quality and performance](https://github.com/PanosK92/SpartanEngine) +* [source-engine](https://github.com/nillerusr/source-engine) +* [Source Engine Wiki](https://developer.valvesoftware.com/wiki/Source) +* [Overload - 3D Game engine with editor](https://github.com/adriengivry/Overload) +* [Ursine3D](https://github.com/AustinBrunkhorst/Ursine3D) +* [crown - The flexible game engine](https://github.com/crownengine/crown) +* [BigWorld-Engine-14.4.1](https://github.com/v2v3v4/BigWorld-Engine-14.4.1) +* [xray-16](https://github.com/OpenXRay/xray-16) +* [Irrlicht Demo Repository](https://github.com/netpipe/IrrlichtDemos) +* [Luna Game Engine](https://github.com/netpipe/Luna) +* [LunaLibs](https://github.com/netpipe/LunaLibs) +* [Alpha_Engine - Game Engine For Simulation Games](https://github.com/Quark-Hell/Alpha_Engine) +* [halflife](https://github.com/ValveSoftware/halflife) +* [exengine - A C99 3D game engine](https://github.com/solenum/exengine) +* [godot-cpp C++ bindings for the Godot script API](https://github.com/godotengine/godot-cpp) +* [stride - Stride Game Engine (formerly Xenko)](https://github.com/stride3d/stride) +* [GameEngineFromScratch](https://github.com/netwarm007/GameEngineFromScratch) +* [dragengine](https://github.com/LordOfDragons/dragengine) +* [StarryX - [Early developing] This is another more radical fork of cocos2d-x game engine](https://github.com/wzhengsen/StarryX) +* [DagorEngine](https://github.com/GaijinEntertainment/DagorEngine) +* [The-Forge](https://github.com/ConfettiFX/The-Forge) +* [MxEngine - C++ open source 3D game engine](https://github.com/asc-community/MxEngine) +* [blade - a cross platform 3d engine using c++98](https://github.com/crazii/blade) +* [Ant game engine](https://github.com/ejoy/ant) +* [butano - Modern C++ high level GBA engine](https://github.com/GValiente/butano) +* [DiligentEngine](https://github.com/DiligentGraphics/DiligentEngine) +* [bgfx](https://github.com/bkaradzic/bgfx) +* [Castor3D - Multi-OS 3D engine](https://github.com/DragonJoker/Castor3D) +* [limonEngine - 3D FPS game engine with full dynamic lighting and shadows](https://github.com/enginmanap/limonEngine) +* [source-sdk-2013](https://github.com/ValveSoftware/source-sdk-2013) +* [mgp - 3D Game engine building from Gameplay3D codebase](https://github.com/chunquedong/mgp) +* [FEngine - 2d格斗游戏引擎&&编辑器](https://github.com/hoyt-tian/FEngine) +* [openbor-OpenBOR is the ultimate 2D side scrolling engine for beat em' ups, shooters, and more](https://github.com/DCurrent/openbor) +* [BraneEngine](https://github.com/BraneReality/BraneEngine) +* [Prowl - An Open Source C# 3D Game Engine under MIT license, inspired by Unity and featuring a complete editor](https://github.com/ProwlEngine/Prowl) +* [SpartanEngine - A game engine with an emphasis on real-time cutting-edge solutions](https://github.com/PanosK92/SpartanEngine) +* [Bulllord-Engine - lightspeed lightweight elegant game engine in pure c](https://github.com/MarilynDafa/Bulllord-Engine) +* [Boo-Engine:基于Vulkan的现代游戏引擎架构实践](https://mp.weixin.qq.com/s/5U0Vt9MZwMiz5icLMESm0g) +* [Boo-Engine](https://github.com/carlosyzy/Boo-Engine) + +## ECS +* [entt-Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more](https://github.com/skypjack/entt) + +## 工具 +* [rectpack2D - A header-only, very efficient 2D rectangle packing library. Used in Assassin's Creed and Skydio drones. 2 scientific references](https://github.com/TeamHypersomnia/rectpack2D) + +## 文章 +* [从零编写游戏引擎教程 Writing a game engine tutorial from scratch](https://github.com/ThisisGame/cpp-game-engine-book) +* [游戏引擎开发实录](https://www.zhihu.com/column/c_1346828552935948288) +* [手摇虚幻引擎](https://www.zhihu.com/column/c_1358890091050606592) +* [次世代游戏引擎中的 I/O(序):迈向 DirectStorage](https://zhuanlan.zhihu.com/p/605381512) +* [从零开始手敲次世代游戏引擎](https://zhuanlan.zhihu.com/c_119702958) +* [《恋与深空》首次深度技术分享:如何为玩家创造真实可感世界?](https://mp.weixin.qq.com/s/-v3CgfsqyK61jF2m2Ao7Tw) + +## games104作业 +* [作业收集1](https://github.com/1393650770/Games104-Homework) +* [作业收集2](https://github.com/renbiao1024/Games104_Homework) + +## Games104文章 +* [GAMES104课程笔记(全22篇)](https://www.piccoloengine.com/topic/310590) +* [引擎的多任务,该如何高效管理?](https://mp.weixin.qq.com/s/ERJHUxG_3mIcGChOEuVYhw) +* [一文详解游戏引擎中的JobSystem](https://mp.weixin.qq.com/s/cVxZtvQ8jVGHUH3jHLq4Dg) +* [UE多线程机制](https://piccoloengine.com/topic/310472) diff --git a/HotUpdate/README.md b/HotUpdate/README.md index 9df5ad2cc..c474885f1 100644 --- a/HotUpdate/README.md +++ b/HotUpdate/README.md @@ -1,7 +1,8 @@ ## 热更新专题 +* [Asset Bundle Internal Structure](https://docs.unity3d.com/540/Documentation/Manual/AssetBundleInternalStructure.html) +* [AssetBundlesIntro](https://docs.unity3d.com/Manual/AssetBundlesIntro.html) * [程序丨入门必看:Unity资源加载及管理](https://mp.weixin.qq.com/s/0XFQt8LmqoTxxst_kKDMjw) -* [AssetBundle与热更新的科普文](https://www.lfzxb.top/unity_base_ab_hotfix/) * [浅谈倩女手游中的资源更新](https://zhuanlan.zhihu.com/p/150171940) * [uLua基础之C#与lua相互调用](./uLuaDemo) * [AssetBundle入门](./AssetBundleDemo) @@ -30,6 +31,43 @@ * [AssetBundles如何影响运行时内存?看这一篇就够了](https://mp.weixin.qq.com/s/PGfDsnYM5MAYWruy6W4ejw) * [Learn to save memory usage by improving the way you use AssetBundles](https://blogs.unity3d.com/2020/04/09/learn-to-save-memory-usage-by-improving-the-way-you-use-assetbundles/) * [博主营地 | 超快上手的AssetBundle和XLua热更新教程,倾囊分享](https://mp.weixin.qq.com/s/x9uz7XrDeYSqzRj0prhX6w) +* [【Unity游戏开发】加载AB和实例化操作对应的内存变化](https://zhuanlan.zhihu.com/p/135192859) +* [AssetBundle的原理及最佳实践](https://zhuanlan.zhihu.com/p/103669794) +* [【Unity游戏开发】SpriteAtlas与AssetBundle最佳食用方案](https://www.cnblogs.com/msxh/p/14194756.html) +* [ 如何隐藏你的热更新 bundle 文件?](https://www.cnblogs.com/skychx/p/how-to-hide-bundle.html) +* [InjectFix——C#热修复方案分析 & 使用流程](https://blog.csdn.net/qq_33726878/article/details/112525690) +* [静态包、动态包有什么区别?何时使用增量更新?Addressables 更新流程大梳理](https://mp.weixin.qq.com/s/2WJRhZM61OrBQxtglMSERg) +* [Unity中使用AES加密方式进行AssetBundle加密](http://www.blinkedu.cn/index.php/2020/12/10/unity%E4%B8%AD%E4%BD%BF%E7%94%A8aes%E5%8A%A0%E5%AF%86%E6%96%B9%E5%BC%8F%E8%BF%9B%E8%A1%8Cassetbundle%E5%8A%A0%E5%AF%86/) +* [CatAsset Unity AssetBundle资源管理框架](https://github.com/CatImmortal/CatAsset) +* [A C# hot reload framework for Unity3D, based on Mono's MONO_AOT_MODE_INTERP mode](https://github.com/loongly/PureScript) +* [AssetBundle详解与休闲游戏如何设计Bundle结构](https://blog.csdn.net/lanazyit/article/details/108552429) +* [Unity增量更新BsDiff(也适用于整包的增量更新)](https://mp.weixin.qq.com/s/xnXH_ZjteIuFn2uL5fk9ow) +* [AssetBundle异步加载被中断的问题](https://answer.uwa4d.com/question/5af3db530e95a527a7a81d31) +* [Unity增量更新BsDiff(也适用于整包的增量更新)](https://mp.weixin.qq.com/s/xnXH_ZjteIuFn2uL5fk9ow) +* [UE热更新:资源的二进制补丁方案](https://cloud.tencent.com/developer/article/1874827) +* [Unity资产管理与更新系统的一种实现方式](https://mp.weixin.qq.com/s/yaA5mG7jsZwQpD3yOKZuAA) +* [2020版本AssetBundle的结构分析](https://www.bilibili.com/read/cv15116475) +* [[U3D]StreamedBinaryRead::TransferSTLStyleArray崩溃分析](https://zhuanlan.zhihu.com/p/59394832) +* [Pak files - Virtual file system](https://simoncoenen.com/blog/programming/PakFiles) +* [江娱Unity手游代码热更新技术演进](https://zhuanlan.zhihu.com/p/676793950) +* [AssetBundle详解与休闲游戏如何设计Bundle结构](https://blog.csdn.net/lanazyit/article/details/108552429) +* [Unity Asset Bundles,不可不知的使用技巧和误区](https://mp.weixin.qq.com/s/2wMpO9h7aCcv3gpVBJxQDA) +* [利用多进程并行化加速Unity资源构建](https://blog.uwa4d.com/archives/USparkle_Multi_process.html) +* [StreamAssetBundle - Unity AssetBundle 资源加密](https://github.com/shunfy/StreamAssetBundle/) +* [YooAsset](https://github.com/tuyoogame/YooAsset/tree/dev) + +#### Shader打包与变体收集 +* [Shader变体收集与打包](https://zhuanlan.zhihu.com/p/68888831) +* [Unity 导出 ShaderVariantCollection](https://networm.me/2019/04/21/unity-export-shadervariantcollection/) +* [ShaderVariantCollection解决shader_feature丢失](https://www.dazhuanlan.com/2019/12/16/5df6a886cf4dd/) +* [内置的shader怎么打包?](https://answer.uwa4d.com/question/58e8d7c074c2cac90afa6f36) +* [Packages 目录下 Shader 打包](https://answer.uwa4d.com/question/5f3d10b19424416784ef1c82) +* [Unity Shader AssetBundle ShaderVariantCollection](https://blog.csdn.net/kuangben2000/article/details/104099063) +* [Unity3D Shader加载时机和预编译](https://gameinstitute.qq.com/community/detail/118869) +* [一种Shader变体收集和打包编译优化的思路](https://github.com/lujian101/ShaderVariantCollector) +* [如何理解Shader.Parse 和 Shader.CreateGpuProgram](https://answer.uwa4d.com/question/58dbb737901de5f21c6569c2) +* [Unity的Shader加载解析和ShaderVariantCollection的warmup](https://answer.uwa4d.com/question/5ce5467ad1d3d045c846d769) +* [UnityShaderStripper](https://github.com/SixWays/UnityShaderStripper) ### ILRuntime相关 * [ILRuntime官网](https://ourpalm.github.io/ILRuntime/public/v1/guide/index.html) @@ -37,3 +75,16 @@ * [对C#热更新方案ILRuntime的探究](https://www.cnblogs.com/zblade/p/9041400.html) * [必读!ILRuntime来实现热更新的优与劣!](https://blog.uwa4d.com/archives/TechSharing_103.html) * [ILRuntime热更方案坑点](https://www.cnblogs.com/Bright-King/p/11686947.html) +* [《暗黑破坏神》类手游,用ILRuntime的热更新&性能测试&TestCase!](https://mp.weixin.qq.com/s/hAIfEO5EEvOGAYpBmT6h6Q) + +### Lua热更新 +* [lua_hotupdate](https://github.com/asqbtcupid/lua_hotupdate) +* [LuaRuntimeHotfix](https://github.com/756915370/LuaRuntimeHotfix) + +### huatuo热更新 +* [huatuo c#热更新](https://www.zhihu.com/column/c_1489549396035870720) +* [huatuo trial project](https://github.com/focus-creative-games/hybridclr_trial) +* [huatuo](https://github.com/focus-creative-games/hybridclr) +* [il2cpp version which support HUAUTO interpreter](https://github.com/pirunxi/il2cpp_huatuo) +* [深入剖析il2cpp及huatuo实现的技术专栏](https://github.com/focus-creative-games/inspect_hybridclr) +* [划时代的代码热更新方案huatuo源码流程解析](https://www.lfzxb.top/huatuo-source-analyze/) diff --git a/I18N_Localization/LanguageDemo.unitypackage b/I18N_Localization/LanguageDemo.unitypackage new file mode 100644 index 000000000..3fc614c4f Binary files /dev/null and b/I18N_Localization/LanguageDemo.unitypackage differ diff --git a/I18N_Localization/README.md b/I18N_Localization/README.md index 4929a8e50..4e7cd0219 100644 --- a/I18N_Localization/README.md +++ b/I18N_Localization/README.md @@ -5,4 +5,5 @@ * [使用Txt文本文档国际化](./I18N_By_Txt) * [使用Json文件国际化](./I18N_By_Json) * [使用CSV文件国际化](./I18N_By_Csv) - +* [UGUI 文本多语言方案](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668911888&idx=1&sn=ae6d1f4f41b3d76402de4d7fd81608ce&chksm=f1c9f162c6be7874f3e531d7d6c201218e5e0146f584e6c99d76e3aa838db68b3b1d66272ff7&mpshare=1&scene=23&srcid=1016haEg0r63aUmYvOcXqzyJ#rd) +* [Unity:语言国际化实现](https://blog.csdn.net/qq_30473517/article/details/98758811) diff --git a/InputAndTouch/README.md b/InputAndTouch/README.md index ce7997685..2c5699f01 100644 --- a/InputAndTouch/README.md +++ b/InputAndTouch/README.md @@ -3,4 +3,5 @@ >* [easytouch的使用](https://blog.csdn.net/dingxiaowei2013/article/details/19967041) >* [FingerGestures研究院之初探Unity手势操作](http://www.xuanyusong.com/archives/1869) >* [unity3D的FingerGestures插件](https://blog.csdn.net/luyuncsd123/article/details/14123977) +>* [[源码]Unity原始输入系统封装](https://mp.weixin.qq.com/s/VG83sbyjlWOz_MQ1vCsR1g) diff --git a/LearningOpenGL/LightAndRendering/README.md b/LearningOpenGL/LightAndRendering/README.md index 4b369c3a8..cb747d4d1 100644 --- a/LearningOpenGL/LightAndRendering/README.md +++ b/LearningOpenGL/LightAndRendering/README.md @@ -3,4 +3,5 @@ >* [Unity3D功能:灯光及光照烘焙](https://www.jianshu.com/p/7594b044e6dc) >* [Unity3D灯光与渲染学习之(一):天空盒、灯光以及色彩空间](https://blog.csdn.net/s1314_JHC/article/details/80618820) >* [Unity3D灯光与渲染学习之(二):全局、烘焙以及混合光照](https://blog.csdn.net/s1314_JHC/article/details/80619312) ->* [Unity3D灯光与渲染学习之(三):探针使用、后处理与批处理](https://blog.csdn.net/s1314_JHC/article/details/80619851) \ No newline at end of file +>* [Unity3D灯光与渲染学习之(三):探针使用、后处理与批处理](https://blog.csdn.net/s1314_JHC/article/details/80619851) +>* [Unity灯光烘焙设置详解【2019】](https://zhuanlan.zhihu.com/p/78999142) diff --git a/LearningOpenGL/README.md b/LearningOpenGL/README.md index aac0085c0..4076d6c82 100644 --- a/LearningOpenGL/README.md +++ b/LearningOpenGL/README.md @@ -1,9 +1,15 @@ ## Learning OpenGL 与计算机图形学 +* [A trip through the Graphics Pipeline 2011](https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/) * [https://learnopengl.com/](https://learnopengl.com/) * [Learning OpenGL中文版](https://learnopengl-cn.readthedocs.io/zh/latest/) -* [Learning OpenGL GitBook地址](https://learnopengl-cn.github.io/) +* [Learning OpenGL GitBook地址](https://learnopengl-cn.github.io/) +* [现代DX11系列教程:使用Windows SDK(C++)开发Direct3D 11.x](https://github.com/MKXJun/DirectX11-With-Windows-SDK) +* [directx-sdk-samples](https://github.com/walbourn/directx-sdk-samples) +* [Omnimatte: Associating Objects and Their Effects in Video](https://omnimatte.github.io/) +* [omnimatte](https://github.com/erikalu/omnimatte) * [Unity官方图形学教程](https://unity3d.com/cn/learn/tutorials/s/graphics) +* [TA笔记](https://www.yuque.com/sugelameiyoudi-jadcc/okgm7e) * [Unity 灯光与渲染相关](./LightAndRendering/README.md) * [深入GPU硬件架构及运行机制](https://www.cnblogs.com/timlly/p/11471507.html) * [在VS2013下如何配置DirectX SDK的开发环境](https://jingyan.baidu.com/article/b7001fe199dbf00e7382dd75.html) @@ -35,5 +41,140 @@ * [十种故障艺术后处理算法的总结与实现](https://mp.weixin.qq.com/s/p6WJlOB1tjgujYtbqIFeKw) * [Shader 案例:顶点运动模糊](https://mp.weixin.qq.com/s/abHmpfdjIvJvd8a9_eZSlQ) * [Unity3D 浅谈美术那些事 - PBR技术](https://mp.weixin.qq.com/s/zfBFkfXlVfEOl4znw2U1tg) +* [主要是个人收集的一些游戏相关的渲染知识和白嫖圣地](https://github.com/Go1c/AboutGameEngineGraphics) +* [Unity3D 实用技巧 - Unity Shader 汇总式学习·初探篇](https://mp.weixin.qq.com/s/gVsOjetvZKdQrtZ0wFOAdQ) +* [【十天自制软渲染器】DAY 01:图形学学习建议与环境搭建](https://www.cnblogs.com/skychx/p/toyrenderer-day01-env-setup.html) +* [用 Unity 制作写实渲染,画面实现上需要注意的一些问题](https://mp.weixin.qq.com/s/Z7pbIsc4T09WkaOILvFuJw) +* [大世界树木阴影方案集合](https://mp.weixin.qq.com/s/rufDfzb_jkCHsZOrXjveOg) +* [Unity3D 实用技巧 - Unity Shader 汇总式学习·实战篇 - 阴影](https://mp.weixin.qq.com/s/9HPC8j8WMBHXrLAv5ZJ5rg) +* [Linux OpenGL 实践篇-10-framebuffer](https://www.cnblogs.com/xin-lover/p/8977307.html) +* [OpenGL ES学习之路(3.1) 着色器渲染过程、渲染方式、FrameBuffer与RenderBuffer](https://www.jianshu.com/p/dbba97339e75?tdsourcetag=s_pctim_aiomsg) +* [Unity中RenderTexture详解以及它的用途](https://www.jianshu.com/p/fa73c0f6762d) +* [又卡了~从王者荣耀看Android屏幕刷新机制](https://www.cnblogs.com/jimuzz/p/14835790.html) +* [【老陆】向前渲染和延迟渲染的区别!](https://mp.weixin.qq.com/s/J7h36rMXiV-Z_c5X6Nta6A) +* [[图形学]一篇光线追踪的入门](https://mp.weixin.qq.com/s/QjLyFst-HsMzlBm84NX4TA) +* [【Unity】深度图(Depth Texture)实战技巧](https://mp.weixin.qq.com/s/1CT33nMBEJnKIQbGKyMi0A) +* [XPL: Unity引擎的高品质后处理库](https://github.com/QianMo/X-PostProcessing-Library) +* [Unity Basic Shader](https://github.com/ipud2/Unity-Basic-Shader) +* [[干货]Unity 标准PBR材质 美术向数据流程](https://mp.weixin.qq.com/s/kh9sBNZ0sK9dfrqU8XPQTA) +* [Unity Shader 调试技巧!](https://mp.weixin.qq.com/s/ogxBvpu8CFt3eKaArM3Z8Q) +* [无缝大世界手游的草的一种渲染方案](https://mp.weixin.qq.com/s/E4OKRqy30EwBou0nkMw2_A) +* [游戏特效的套路归纳——刀光篇](https://mp.weixin.qq.com/s/4QpaxhAym0X2PE0xuDNQ2A) +* [针对Unity的Shader参考大全](https://github.com/taecg/ShaderReference) +* [Lua bindings for OpenGL](https://github.com/stetre/moongl) +* [Unity中Compute Shader的基础介绍与使用](https://mp.weixin.qq.com/s/ikE35VXJNDEJwu1p4nZMGg) +* [Open book about math and programming](https://github.com/liuxinyu95/unplugged) +* [A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android](https://github.com/google/angle) +* [Unity实现二维波方程交互水面与实时焦散](https://github.com/AsehesL/UnityWaveEquation) +* [Multi-functional shader for the Particle System that supports Universal Render Pipeline](https://github.com/CyberAgentGameEntertainment/NovaShader) +* [【干货】菜鸡的TA知识阶段性总结](https://mp.weixin.qq.com/s/gpLgNSViD5qOEKwi8Eil8A) +* [【干货】菜鸡的渲染管线总结!](https://mp.weixin.qq.com/s/bkZm0oFiSxI8lYmgI1k4AQ) +* [图形学3D渲染管线学习](https://www.cnblogs.com/littleperilla/p/15667021.html) +* [图形学之Unity渲染管线流程](https://www.cnblogs.com/littleperilla/p/15680654.html) +* [(Unity) Cross-fading LOD shader example](https://github.com/keijiro/CrossFadingLod) +* [【源码】基于《原神》模型,Unity的StandardShader分析](https://mp.weixin.qq.com/s/Z6pc6gNMCAT8ukicWtrXQg) +* [[源码]菜鸡都能学会的Unity卡通水渲染](https://mp.weixin.qq.com/s/4DU1N2NATPO24BpOt6Ggwg) +* [全局光照引擎:烘焙器构件与反射构件](https://mp.weixin.qq.com/s/_WB_3ILs0rOP8Snpvk90tA) +* [Minimal Compute Shader Examples](https://github.com/cinight/MinimalCompute) +* [[源码]详解Cubemap、IBL与球谐光照](https://mp.weixin.qq.com/s/60-c4eXnW53RUWBFewPfNQ) +* [Untiy Chinese Painting Rendering](https://github.com/boringsky/Unity_ChinesePainting) +* [🐙 🐙图形学论文实现](https://github.com/AngelMonica126/GraphicAlgorithm) +* [Tooll 3 is an open source software to create realtime motion graphics](https://github.com/still-scene/t3) +* [【博物纳新】网格切割算法](https://mp.weixin.qq.com/s/hS-tlEdy5dsUpObrURxhiA) +* [游戏资源中常见的贴图类型](https://zhuanlan.zhihu.com/p/260973533) +* [关于静态批处理/动态批处理/GPU Instancing /SRP Batcher的详细剖析](https://zhuanlan.zhihu.com/p/98642798) +* [Unity3D-CG-programming](https://github.com/przemyslawzaworski/Unity3D-CG-programming) +* [Unity空间坐标转换的矩阵应用](https://zhuanlan.zhihu.com/p/453431538) +* [渲染杂谈:early-z、z-culling、hi-z、z-perpass到底是什么?](https://zhuanlan.zhihu.com/p/389396050) +* [MSAA-Visualization](https://github.com/keijiro/MSAA-Visualization) +* [当我们谈Raytracing时我们在谈些什么](https://mp.weixin.qq.com/s/f3czSYy6QBVNfrzQ3Hwm-g) +* [Raymarching-Engine-Unity](https://github.com/aniketrajnish/Raymarching-Engine-Unity) +* [四种体积光的写法](https://mp.weixin.qq.com/s/dP9-ZzeM37dgyVRataQAWA) +* [LightGraph:使用最短路径查找在参与介质中实现高效多重散射](https://mp.weixin.qq.com/s/6pHARz5kwhAUKkk4karHIA) +### URP +* [【渲染篇】新时代的SRP Batcher 和尴尬的Dynamic Batching](https://zhuanlan.zhihu.com/p/183931199) +* [Unity SRP Batcher的工作原理](https://zhuanlan.zhihu.com/p/165574008) +* [Scriptable Render Pipeline Doc](https://catlikecoding.com/unity/tutorials/scriptable-render-pipeline/image-quality/) +* [URP 系列教程 | 多相机玩法攻略](https://mp.weixin.qq.com/s/RvImZ-twed643wJK-taAEA) +* [URP 系列教程 | 能讲讲如何在 URP 中使用 SRP Batcher 吗?安排上](https://mp.weixin.qq.com/s/QM448TeUfqc81pwMm3BBvw) +* [A very simple toon lit shader example, for you to learn writing custom lit shader in Unity URP](https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample) +* [[Unity]URP排坑 持续更新](https://blog.glowtree.cn/blog/?p=415) +* [Unity的URP项目开启](https://blog.csdn.net/zakerhero/article/details/106160451) +* [Unity URP/SRP 渲染管线浅入深出【匠】](https://mp.weixin.qq.com/s/i4smZfIkbGfFxTKvlz4eZQ) +* [【Unity】SRP底层渲染流程及原理](https://mp.weixin.qq.com/s/EAlFztuMZ2xwyzK02NyfSg) +* [狐狸菌的urp教程](https://fungusfox.gitee.io/tags/urp/) +* [Customized High-Quality Rendering Pipeline in Unity3D](https://github.com/MaxwellGengYF/Unity-MPipeline) +* [Unity URP/SRP 渲染管线浅入深出](https://blog.csdn.net/qq_26292661/article/details/116234991) +* [OverdrawForURP](https://github.com/ina-amagami/OverdrawForURP) +* [srp shader build in batchmode](https://issuetracker.unity3d.com/issues/urp-shader-dot-renderqueue-does-not-return-the-correct-value-for-shaders-when-executing-unity-in-batchmode) +* [【博物纳新】HDRP Water & 云影](https://mp.weixin.qq.com/s/KS-LVX_WwPj0jVMOeyKPcA) +* [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html) +* [Universal Render Pipeline overview](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.0/manual/index.html) +* [A Toon Shader in Unity Universal Render Pipeline](https://github.com/ChiliMilk/URP_Toon) +* [从内置转为通用渲染管线,看这个教程就够了](https://mp.weixin.qq.com/s/cee2swWWM_05lfuoQSnn8Q) +* [UnityInteractableWater-Grass-Wind_URP](https://github.com/Zoroiscrying/UnityInteractableWater-Grass-Wind_URP) +* [FFT-Ocean](https://github.com/gasgiant/FFT-Ocean) +* [Boat-Simulation](https://github.com/corentin-ryr/Boat-Simulation) +* [URP-RayTracer](https://github.com/teofilobd/URP-RayTracer) +* [UnityURP-MobileDrawMeshInstancedIndirectExample](https://github.com/ColinLeung-NiloCat/UnityURP-MobileDrawMeshInstancedIndirectExample) + +### PRB +* [pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation](https://github.com/kanition/pbrtbook) +* [A mesh-based PBR decal system for Unity's universal render pipeline](https://github.com/Anatta336/driven-decals) + +### 水体 +* [boat-attack-water](https://github.com/Unity-Technologies/boat-attack-water) + +### 水墨画实现 +* [仿宋代水墨山水画风格3D渲染 Unity实现](https://zhuanlan.zhihu.com/p/602960198) +* [Okami-Celestial-Brush](https://github.com/mixandjam/Okami-Celestial-Brush) +* [3D_ChineseInkPaintingStyleShader](https://github.com/sacshadow/3D_ChineseInkPaintingStyleShader) +* [Untiy Chinese Painting Rendering](https://github.com/boringsky/Unity_ChinesePainting) + +### 草体 +* [unity-optimized-grass](https://github.com/willlogs/unity-optimized-grass) + +### 视频教程 +* [GAMES101-现代计算机图形学入门-闫令琪](https://www.bilibili.com/video/BV1X7411F744) +* [技术美术TA-庄懂b站空间](https://space.bilibili.com/6373917) + +### 电子书 +* [Physically Based Rendering - 3rd Edition](http://www.pbr-book.org/3ed-2018/contents.html) +* [Games101笔记](https://www.cnblogs.com/somedayLi/category/1645593.html) +* [Real-Time-Rendering-4th-CN](https://github.com/Morakito/Real-Time-Rendering-4th-CN) + +### GI +* [VolumetricLighting](https://github.com/Unity-Technologies/VolumetricLighting) +* [Unity 技术开放日 | 绝对干货 - 基于Unity Probe的大世界GI方案](https://developer.unity.cn/projects/60efe674edbc2a0159e317cf) +* [Unity: 大世界GI方案](https://mp.weixin.qq.com/s/HDjr59jkS2ASO1S6THgFhg) +* [新版unity2019.3 全局光照GI 系统以及反射探针的详细说明教程](https://blog.csdn.net/lengyoumo/article/details/103910249) +* [SDFGI](https://www.docdroid.net/ILIv1Qj/godot-sdfgi-plan-for-41-pdf) +* [LuxGI - Hybrid GI solution, based on DDGI](https://github.com/flwmxd/LuxGI) +* [gi-study](https://github.com/JMS55/gi-study) +* [lighting-data-asset-reverse](https://github.com/guycalledfrank/lighting-data-asset-reverse) +* [SEGI-A fully-dynamic voxel-based global illumination system for Unity](https://github.com/sonicether/SEGI) +* [Probe-Based Global Illumination](https://mp.weixin.qq.com/s/AmlQOAdxn6tImdC3gdk2ag) +* [解析团结引擎实时全局光照系统技术能力](https://mp.weixin.qq.com/s/gZISRiX6a0a7CKsb4-J0sg?poc_token=HPhGCmej2hUy8037kG3E5zOuxdNgbbM9O8kCzm9N) +* [通俗易懂的 ShadowMap](https://zhuanlan.zhihu.com/p/690617671) +* [图形学基础 - 阴影 - ShadowMap及其延伸](https://zhuanlan.zhihu.com/p/384446688) + +### Volume +* [UnityVolumeCloud](https://github.com/ShaderFallback/UnityVolumeCloud) +* [unity-voxel](https://github.com/mattatz/unity-voxel) +* [unity-volumetric-fog](https://github.com/SiiMeR/unity-volumetric-fog) +* [MassiveVoxelRayTracing](https://github.com/Ushio/MassiveVoxelRayTracing) +* [SparseVoxelOctree](https://github.com/AdamYuan/SparseVoxelOctree) +* [VoxelSpace](https://github.com/s-macke/VoxelSpace) +* [MesoEngine - A high resolution voxel engine](https://github.com/yuchengzhong/MesoEngine) +* [UnityVolumetricCloudsURP](https://github.com/jiaozi158/UnityVolumetricCloudsURP) + +### AO +* [AmplifyOcclusion](https://github.com/AmplifyCreations/AmplifyOcclusion) + +### LOD +* [SimLOD - simultaneous-lod-generation-and-rendering](https://github.com/m-schuetz/SimLOD) + +### 阴影 +* [Unity改造URP的CSM阴影](https://zhuanlan.zhihu.com/p/691367954) diff --git a/MMO_Demo/Assembly-CSharp-Editor-vs.csproj b/MMO_Demo/Assembly-CSharp-Editor-vs.csproj deleted file mode 100644 index 4a2bf8864..000000000 --- a/MMO_Demo/Assembly-CSharp-Editor-vs.csproj +++ /dev/null @@ -1,102 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {64EDCBAE-7017-73F4-7078-3A3C29921F75} - Library - Properties - - Assembly-CSharp-Editor - v3.5 - 512 - Assets - - - true - full - false - Temp\bin\Debug\ - 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/dev/null differ diff --git a/MMO_Demo/Assets/Demo/Assets/3D/Viking@Shuffle.FBX.meta b/MMO_Demo/Assets/Demo/Assets/3D/Viking@Shuffle.FBX.meta deleted file mode 100644 index 48d1c22a8..000000000 --- a/MMO_Demo/Assets/Demo/Assets/3D/Viking@Shuffle.FBX.meta +++ /dev/null @@ -1,127 +0,0 @@ -fileFormatVersion: 2 -guid: 8d7d55852243098439b1ad7dfd9db84b -ModelImporter: - serializedVersion: 18 - fileIDToRecycleName: - 100000: CATRigLLegAnkle - 100002: CATRigSpine - 100004: CATRigRLeg2 - 100006: CATRigLLeg1 - 100008: CATRigRLegAnkle - 100010: BaseHuman - 100012: Character001 - 100014: CATRigHub003 - 100016: CATRigLArmPalm - 100018: CATRigRArmPalm - 100020: CATRigHub001 - 100022: CATRigRArm1 - 100024: CATRigRLeg1 - 100026: CATRigLArm1 - 100028: //RootNode - 100030: CATRigLLeg2 - 100032: Axe - 100034: Shield - 100036: CATRigLArm2 - 100038: CATRigHub002 - 100040: CATRigSpine2 - 100042: CATRigRArm2 - 100044: CATRigRArmCollarbone - 100046: CATRigRLegPlatform - 100048: CATRigLLegPlatform - 100050: 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feetSpacing: 0 - rootMotionBoneName: - lastHumanDescriptionAvatarSource: {instanceID: 0} - animationType: 1 - additionalBone: 0 - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/3D/Viking@Walk.FBX b/MMO_Demo/Assets/Demo/Assets/3D/Viking@Walk.FBX deleted file mode 100644 index 0174d695f..000000000 Binary files a/MMO_Demo/Assets/Demo/Assets/3D/Viking@Walk.FBX and /dev/null differ diff --git a/MMO_Demo/Assets/Demo/Assets/3D/Viking@Walk.FBX.meta b/MMO_Demo/Assets/Demo/Assets/3D/Viking@Walk.FBX.meta deleted file mode 100644 index 76b01e8bc..000000000 --- a/MMO_Demo/Assets/Demo/Assets/3D/Viking@Walk.FBX.meta +++ /dev/null @@ -1,127 +0,0 @@ -fileFormatVersion: 2 -guid: a75b62595c8d11a418e6efcd5152af83 -ModelImporter: - serializedVersion: 18 - fileIDToRecycleName: - 100000: //RootNode - 100002: Shield - 100004: CATRigRArmPalm - 100006: CATRigRArm2 - 100008: CATRigRArm1 - 100010: Axe - 100012: CATRigLArmPalm - 100014: CATRigLArm2 - 100016: CATRigLArm1 - 100018: CATRigHub003 - 100020: CATRigSpine - 100022: CATRigHub002 - 100024: CATRigSpine2 - 100026: CATRigRLegAnkle - 100028: CATRigRLeg2 - 100030: CATRigRLeg1 - 100032: CATRigLLegAnkle - 100034: CATRigLLeg2 - 100036: CATRigLLeg1 - 100038: CATRigHub001 - 100040: Character001 - 100042: BaseHuman - 100044: CATRigLArmCollarbone - 100046: CATRigRArmCollarbone - 100048: CATRigSpineCATRigSpine1 - 100050: CATRigRLegPlatform - 100052: CATRigLLegPlatform - 400000: //RootNode - 400002: Shield - 400004: CATRigRArmPalm - 400006: CATRigRArm2 - 400008: CATRigRArm1 - 400010: Axe - 400012: CATRigLArmPalm - 400014: CATRigLArm2 - 400016: CATRigLArm1 - 400018: CATRigHub003 - 400020: CATRigSpine - 400022: CATRigHub002 - 400024: CATRigSpine2 - 400026: CATRigRLegAnkle - 400028: CATRigRLeg2 - 400030: CATRigRLeg1 - 400032: CATRigLLegAnkle - 400034: CATRigLLeg2 - 400036: CATRigLLeg1 - 400038: CATRigHub001 - 400040: Character001 - 400042: BaseHuman - 400044: CATRigLArmCollarbone - 400046: CATRigRArmCollarbone - 400048: CATRigSpineCATRigSpine1 - 400050: CATRigRLegPlatform - 400052: CATRigLLegPlatform - 2300000: Shield - 2300002: Axe - 3300000: Shield - 3300002: Axe - 4300000: BaseHuman - 4300002: Axe - 4300004: Shield - 7400000: Take 001 - 11100000: //RootNode - 13700000: BaseHuman - materials: - importMaterials: 0 - materialName: 0 - materialSearch: 1 - animations: - legacyGenerateAnimations: 4 - bakeSimulation: 0 - optimizeGameObjects: 0 - motionNodeName: - pivotNodeName: - animationCompression: 1 - animationRotationError: .5 - animationPositionError: .5 - animationScaleError: .5 - animationWrapMode: 2 - extraExposedTransformPaths: [] - clipAnimations: [] - isReadable: 1 - meshes: - lODScreenPercentages: [] - globalScale: .00999999978 - meshCompression: 0 - addColliders: 0 - importBlendShapes: 1 - swapUVChannels: 0 - generateSecondaryUV: 0 - useFileUnits: 1 - optimizeMeshForGPU: 1 - keepQuads: 0 - weldVertices: 1 - secondaryUVAngleDistortion: 8 - secondaryUVAreaDistortion: 15.000001 - secondaryUVHardAngle: 88 - secondaryUVPackMargin: 4 - useFileScale: 0 - tangentSpace: - normalSmoothAngle: 60 - splitTangentsAcrossUV: 1 - normalImportMode: 0 - tangentImportMode: 1 - importAnimation: 1 - copyAvatar: 0 - humanDescription: - human: [] - skeleton: [] - armTwist: .5 - foreArmTwist: .5 - upperLegTwist: .5 - legTwist: .5 - armStretch: .0500000007 - legStretch: .0500000007 - feetSpacing: 0 - rootMotionBoneName: - lastHumanDescriptionAvatarSource: {instanceID: 0} - animationType: 1 - additionalBone: 0 - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/AnimationController.cs b/MMO_Demo/Assets/Demo/Assets/AnimationController.cs deleted file mode 100644 index 82937c06c..000000000 --- a/MMO_Demo/Assets/Demo/Assets/AnimationController.cs +++ /dev/null @@ -1,262 +0,0 @@ -using UnityEngine; -using System.Collections; - -[RequireComponent (typeof (ThirdPersonController))] -public class AnimationController : MonoBehaviour -{ - enum CharacterState - { - Normal, - Jumping, - Falling, - Landing - } - - - public Animation target; - // The animation component being controlled - new public Rigidbody rigidbody; - // The rigidbody movement is read from - public Transform root, spine, hub; - // The animated transforms used for lower body rotation - public float - walkSpeed = 0.2f, - runSpeed = 1.0f, - // Walk and run speed dictate at which rigidbody velocity, the animation should blend - rotationSpeed = 6.0f, - // The speed at which the lower body should rotate - shuffleSpeed = 7.0f, - // The speed at which the character shuffles his feet back into place after an on-the-spot rotation - runningLandingFactor = 0.2f; - // Reduces the duration of the landing animation when the rigidbody has hoizontal movement - - - private ThirdPersonController controller; - private CharacterState state = CharacterState.Falling; - private bool canLand = true; - private float currentRotation; - private Vector3 lastRootForward; - - - private Vector3 HorizontalMovement - { - get - { - return new Vector3 (rigidbody.velocity.x, 0.0f, rigidbody.velocity.z); - } - } - - - void Reset () - // Run setup on component attach, so it is visually more clear which references are used - { - Setup (); - } - - - void Setup () - // If target or rigidbody are not set, try using fallbacks - { - if (target == null) - { - target = GetComponent (); - } - - if (rigidbody == null) - { - rigidbody = GetComponent (); - } - } - - - void Start () - // Verify setup, configure - { - Setup (); - // Retry setup if references were cleared post-add - - if (VerifySetup ()) - { - controller = GetComponent (); - controller.onJump += OnJump; - // Have OnJump invoked when the ThirdPersonController starts a jump - currentRotation = 0.0f; - lastRootForward = root.forward; - } - } - - - bool VerifySetup () - { - return VerifySetup (target, "target") && - VerifySetup (rigidbody, "rigidbody") && - VerifySetup (root, "root") && - VerifySetup (spine, "spine") && - VerifySetup (hub, "hub"); - } - - - bool VerifySetup (Component component, string name) - { - if (component == null) - { - Debug.LogError ("No " + name + " assigned. Please correct and restart."); - enabled = false; - - return false; - } - - return true; - } - - - void OnJump () - // Start a jump - { - canLand = false; - state = CharacterState.Jumping; - - Invoke ("Fall", target["Jump"].length); - } - - - void OnLand () - // Start a landing - { - canLand = false; - state = CharacterState.Landing; - - Invoke ( - "Land", - target["Land"].length * (HorizontalMovement.magnitude < walkSpeed ? 1.0f : runningLandingFactor) - // Land quicker if we're moving enough horizontally to start walking after landing - ); - } - - - void Fall () - // End a jump and transition to a falling state (ignore if already grounded) - { - if (controller.Grounded) - { - return; - } - state = CharacterState.Falling; - } - - - void Land () - // End a landing and transition to normal animation state (ignore if not currently landing) - { - if (state != CharacterState.Landing) - { - return; - } - state = CharacterState.Normal; - } - - - void FixedUpdate () - // Handle changes in groundedness - { - if (controller.Grounded) - { - if (state == CharacterState.Falling || (state == CharacterState.Jumping && canLand)) - { - OnLand (); - } - } - else if (state == CharacterState.Jumping) - { - canLand = true; - } - } - - - void Update () - // Animation control - { - switch (state) - { - case CharacterState.Normal: - Vector3 movement = HorizontalMovement; - - if (movement.magnitude < walkSpeed) - { - if (Vector3.Angle (lastRootForward, root.forward) > 1.0f) - // If the character has rotated on the spot, shuffle his feet a bit - { - target.CrossFade ("Shuffle"); - - lastRootForward = Vector3.Slerp (lastRootForward, root.forward, Time.deltaTime * shuffleSpeed); - } - else - { - target.CrossFade ("Idle"); - } - } - else - { - target["Walk"].speed = target["Run"].speed = - Vector3.Angle (root.forward, movement) > 91.0f ? -1.0f : 1.0f; - // If the direction if backwards, play the animations backwards - - if (movement.magnitude < runSpeed) - { - target.CrossFade ("Walk"); - } - else - { - target.CrossFade ("Run"); - } - - lastRootForward = root.forward; - } - break; - case CharacterState.Jumping: - target.CrossFade ("Jump"); - break; - case CharacterState.Falling: - target.CrossFade ("Fall"); - break; - case CharacterState.Landing: - target.CrossFade ("Land"); - break; - } - } - - - void LateUpdate () - // Apply directional rotation of lower body - { - float targetAngle = 0.0f; - - Vector3 movement = HorizontalMovement; - - if (movement.magnitude >= walkSpeed) - // Only calculate the target angle if we're moving sufficiently - { - targetAngle = Vector3.Angle (movement, new Vector3 (root.forward.x, 0.0f, root.forward.z)); - - if (Vector3.Angle (movement, root.right) > Vector3.Angle (movement, root.right * -1)) - // Negative rotation if shortest route is counter-clockwise - { - targetAngle *= -1.0f; - } - - if (Mathf.Abs (targetAngle) > 91.0f) - // When walking backwards, don't rotate over 90 degrees and rotate opposite - { - targetAngle = targetAngle + (targetAngle > 0 ? -180.0f : 180.0f); - } - } - - currentRotation = Mathf.Lerp (currentRotation, targetAngle, Time.deltaTime * rotationSpeed); - // Update our current rotation score - - hub.RotateAround (hub.position, root.up, currentRotation); - // Rotate the dude - spine.RotateAround (spine.position, root.up, currentRotation * -1.0f); - // Rotate the upper-body to face forward - } -} diff --git a/MMO_Demo/Assets/Demo/Assets/AnimationController.cs.meta b/MMO_Demo/Assets/Demo/Assets/AnimationController.cs.meta deleted file mode 100644 index 496d6568f..000000000 --- a/MMO_Demo/Assets/Demo/Assets/AnimationController.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: efbe2167437b24cf7856bc9940126498 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs b/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs deleted file mode 100644 index c6757358a..000000000 --- a/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs +++ /dev/null @@ -1,90 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class CloseCameraFade : MonoBehaviour -{ - new public Camera camera; - public Transform cameraTarget; - new public Renderer renderer; - public float fadeDistance = 2.0f, hideDistance = 1.0f; - - - void Reset () - { - Setup (); - } - - - void Setup () - { - if (cameraTarget == null) - { - cameraTarget = GetComponent (); - } - - if (renderer == null) - { - renderer = GetComponent (); - } - - if (camera == null) - { - camera = Camera.main; - } - } - - - void Start () - { - Setup (); - - if (cameraTarget == null) - { - Debug.LogError ("No camera target assigned. Please correct and restart."); - enabled = false; - return; - } - - if (renderer == null) - { - Debug.LogError ("No renderer assigned. Please correct and restart."); - enabled = false; - return; - } - - if (camera == null) - { - Debug.LogError ("No camera assigned. Please correct and restart."); - enabled = false; - return; - } - } - - - void Update () - { - float distance = (cameraTarget.transform.position - camera.transform.position).magnitude; - - if (distance < hideDistance) - { - renderer.enabled = false; - } - else if (distance < fadeDistance) - { - renderer.enabled = true; - float alpha = 1.0f - (fadeDistance - distance) / (fadeDistance - hideDistance); - if (renderer.material.color.a != alpha) - { - renderer.material.color = new Color (renderer.material.color.r, renderer.material.color.g, renderer.material.color.b, alpha); - } - } - else - { - renderer.enabled = true; - if (renderer.material.color.a != 1.0f) - { - renderer.material.color = new Color (renderer.material.color.r, renderer.material.color.g, renderer.material.color.b, 1.0f); - } - } - } -} diff --git a/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs.meta b/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs.meta deleted file mode 100644 index 31bacf875..000000000 --- a/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c41195832cbc14b34a8d6db45a81beb2 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Label.meta b/MMO_Demo/Assets/Demo/Assets/Label.meta deleted file mode 100644 index c7079d075..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 325870bea495a4a9297a0d575930dc90 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Label/Editor.meta b/MMO_Demo/Assets/Demo/Assets/Label/Editor.meta deleted file mode 100644 index fd65088dd..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label/Editor.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: dba71141f2942412293a9de43f0a8136 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs b/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs deleted file mode 100644 index de9852a2f..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs +++ /dev/null @@ -1,52 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; - -[CustomEditor (typeof (Label))] -public class LabelEditor : PropertyEditor -{ - private const float maxDistanceCap = 100.0f; - - private SerializedProperty labelTextProperty; - private SerializedProperty customSkinProperty; - private SerializedProperty styleNameProperty; - private SerializedProperty guiCameraProperty; - private SerializedProperty fadeDistanceProperty; - private SerializedProperty hideDistanceProperty; - private SerializedProperty maxViewAngleProperty; - - - protected override void Initialize () - { - labelTextProperty = serializedObject.FindProperty ("labelText"); - customSkinProperty = serializedObject.FindProperty ("customSkin"); - styleNameProperty = serializedObject.FindProperty ("styleName"); - guiCameraProperty = serializedObject.FindProperty ("guiCamera"); - fadeDistanceProperty = serializedObject.FindProperty ("fadeDistance"); - hideDistanceProperty = serializedObject.FindProperty ("hideDistance"); - maxViewAngleProperty = serializedObject.FindProperty ("maxViewAngle"); - } - - - public override void OnInspectorGUI () - { - BeginEdit (); - BeginSection ("Contents"); - PropertyField ("Text", labelTextProperty); - EndSection (); - - BeginSection ("View settings"); - PropertyField ("Camera", guiCameraProperty); - Comment ("The camera displaying the GUI. Used for coordinates and distance checks."); - MinMaxPropertySliderFields ("Fade and hide distance", fadeDistanceProperty, hideDistanceProperty, 0.0f, maxDistanceCap); - PropertyField (maxViewAngleProperty); - EndSection (); - - BeginSection ("Rendering"); - PropertyField ("Skin", customSkinProperty); - Comment ("Leave unassigned to use the built in skin."); - PropertyField ("Style name", styleNameProperty); - EndSection (); - EndEdit (); - } -} diff --git a/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs.meta b/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs.meta deleted file mode 100644 index 17d45e8df..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 432c7931837d04544aa040e43563278d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Label/Label.cs b/MMO_Demo/Assets/Demo/Assets/Label/Label.cs deleted file mode 100644 index c369aa0cd..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label/Label.cs +++ /dev/null @@ -1,97 +0,0 @@ -using UnityEngine; -using System.Collections; - - -[RequireComponent (typeof (Collider))] -public class Label : MonoBehaviour -{ - public string labelText = ""; - // The text rendered in the label. - public GUISkin customSkin = null; - // The skin containing the style used to render the label (leave as null to use the default skin) - public string styleName = "Box"; - // The style used to render the label. Must be available in the used skin. - public Camera guiCamera = null; - // The camera used to display the GUI. Used for coordinate and distance calculations. - public float fadeDistance = 30.0f, hideDistance = 35.0f; - // Specifies when the label should start fading and when it should hide - public float maxViewAngle = 90.0f; - // Specifies at which angle to the camera forward vector, the label should no longer render - - - void Reset () - // Fallback for the camera reference - { - if (guiCamera == null) - { - guiCamera = Camera.main; - maxViewAngle = guiCamera.fieldOfView * 0.5f; - } - } - - - public void SetLabel (string label) - // Handle SetLabel messages sent to the GO - { - labelText = label; - } - - - void OnGUI () - { - useGUILayout = false; - // We're not using GUILayout, so don't spend processing on it - - if (Event.current.type != EventType.Repaint) - // We are only interested in repaint events - { - return; - } - - Vector3 worldPosition = GetComponent().bounds.center + Vector3.up * GetComponent().bounds.size.y * 0.5f; - // Place the label on top of the collider - float cameraDistance = (worldPosition - guiCamera.transform.position).magnitude; - - if ( - cameraDistance > hideDistance || - Vector3.Angle ( - guiCamera.transform.forward, - worldPosition - guiCamera.transform.position - ) > - maxViewAngle - ) - // If the world position is outside of the field of view or further away than hideDistance, don't render the label - { - return; - } - - if (cameraDistance > fadeDistance) - // If the distance to the label position is greater than the fade distance, apply the needed fade to the label - { - GUI.color = new Color ( - 1.0f, - 1.0f, - 1.0f, - 1.0f - (cameraDistance - fadeDistance) / (hideDistance - fadeDistance) - ); - } - - Vector2 position = guiCamera.WorldToScreenPoint (worldPosition); - position = new Vector2 (position.x, Screen.height - position.y); - // Get the GUI space position - - GUI.skin = customSkin; - // Set the custom skin. If no custom skin is set (null), Unity will use the default skin - - string contents = string.IsNullOrEmpty (labelText) ? gameObject.name : labelText; - - Vector2 size = GUI.skin.GetStyle (styleName).CalcSize (new GUIContent (contents)); - // Get the content size with the selected style - - Rect rect = new Rect (position.x - size.x * 0.5f, position.y - size.y, size.x, size.y); - // Construct a rect based on the calculated position and size - - GUI.skin.GetStyle (styleName).Draw (rect, contents, false, false, false, false); - // Draw the label with the selected style - } -} diff --git a/MMO_Demo/Assets/Demo/Assets/Label/Label.cs.meta b/MMO_Demo/Assets/Demo/Assets/Label/Label.cs.meta deleted file mode 100644 index fde6d0ff3..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label/Label.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8c9863f71c2184947a4d82b9325e4c76 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - 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userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs b/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs deleted file mode 100644 index e5a6e0fbb..000000000 --- a/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs +++ /dev/null @@ -1,47 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class SetupVerification : MonoBehaviour -{ - public string message = ""; - - - private bool badSetup = false; - - - void Awake () - { - Application.RegisterLogCallback (OnLog); - } - - - void OnLog (string message, string stacktrace, LogType type) - { - if (message.IndexOf ("UnityException: Input Axis") == 0 || - message.IndexOf ("UnityException: Input Button") == 0 - ) - { - ((ThirdPersonController)FindObjectOfType (typeof (ThirdPersonController))).enabled = false; - badSetup = true; - } - } - - - void OnGUI () - { - if (!badSetup) - { - return; - } - - GUILayout.BeginArea (new Rect (0.0f, 0.0f, Screen.width, Screen.height)); - GUILayout.FlexibleSpace (); - GUILayout.BeginHorizontal (); - GUILayout.FlexibleSpace (); - GUILayout.Box (message); - GUILayout.FlexibleSpace (); - GUILayout.EndHorizontal (); - GUILayout.FlexibleSpace (); - GUILayout.EndArea (); - } -} diff --git a/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs.meta b/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs.meta deleted file mode 100644 index 760a02214..000000000 --- a/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4cc50d9ad63e64571ab3265c2b1e5856 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Skyboxes.meta b/MMO_Demo/Assets/Demo/Assets/Skyboxes.meta deleted file mode 100644 index 8799f9e9c..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Skyboxes.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 607426a9820414bfd8081fb22854dbd4 -folderAsset: yes -DefaultImporter: - 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userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat b/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat deleted file mode 100644 index 88e3d9953..000000000 Binary files a/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat and /dev/null differ diff --git a/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat.meta b/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat.meta deleted file mode 100644 index 07b4de332..000000000 --- a/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 2a2a764d342a24e319623d18f4da7d96 -NativeFormatImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/READ ME FIRST.txt b/MMO_Demo/Assets/Demo/READ ME FIRST.txt deleted file mode 100644 index 218946062..000000000 --- a/MMO_Demo/Assets/Demo/READ ME FIRST.txt +++ /dev/null @@ -1,28 +0,0 @@ - - READ ME FIRST - - Third Person MMO Controller demo - - ---- - - As specified in the ThirdPersonController inspector, a custom axis - and a custom button needs to be defined before use. This applies - to the demo as well. - - You can access the input definitions of your projects in: - - Edit -> Project Settings -> Input - - The needed additional input is as follows: - - "ToggleWalk" - Set up precisely as the "Jump" button - only with the positive - button set to '+' or whichever button you find appropriate. - - "Sidestep" - Set up precisely as the "Horizontal" axis - only with the - negative and positive buttons changed to 'q' and 'e' and the - alt negative and positive buttons cleared. - - With these modifications to your input settings, you will be able - to play the demo and use the third person controller component. \ No newline at end of file diff --git a/MMO_Demo/Assets/Demo/READ ME FIRST.txt.meta b/MMO_Demo/Assets/Demo/READ ME FIRST.txt.meta deleted file mode 100644 index 410b9b9bd..000000000 --- a/MMO_Demo/Assets/Demo/READ ME FIRST.txt.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 150a7e033ea794f6c8aa736f32fc2825 -TextScriptImporter: - userData: - 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userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Shaders/NewShader.shader b/MMO_Demo/Assets/Demo/Shaders/NewShader.shader deleted file mode 100644 index 487b618f8..000000000 --- a/MMO_Demo/Assets/Demo/Shaders/NewShader.shader +++ /dev/null @@ -1,29 +0,0 @@ - -Shader "Transparent/VertexLit with Z" { -Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} -} - -SubShader { - Tags {"RenderType"="Transparent" "Queue"="Transparent"} - // Render into depth buffer only - Pass { - ColorMask 0 - } - // Render normally - Pass { - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - Material { - Diffuse [_Color] - Ambient [_Color] - } - Lighting On - SetTexture [_MainTex] { - Combine texture * primary DOUBLE, texture * primary - } - } -} -} \ No newline at end of file diff --git a/MMO_Demo/Assets/Demo/Shaders/NewShader.shader.meta b/MMO_Demo/Assets/Demo/Shaders/NewShader.shader.meta deleted file mode 100644 index 1763bf481..000000000 --- a/MMO_Demo/Assets/Demo/Shaders/NewShader.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: c1842d40b88ce21408c44d925e0169ac -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Documentation.meta b/MMO_Demo/Assets/Documentation.meta deleted file mode 100644 index 36c20ff67..000000000 --- a/MMO_Demo/Assets/Documentation.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: fc37a7acd4ac24f5c8d0922ea6f07c3d -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf b/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf deleted file mode 100644 index 02b7c80aa..000000000 Binary files a/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf and /dev/null differ diff --git a/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf.meta b/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf.meta deleted file mode 100644 index e73c9f8a6..000000000 --- a/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 136d6552b25bb4c5194d47fdab2f0487 -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf b/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf deleted file mode 100644 index 2ef279d2a..000000000 Binary files a/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf and /dev/null differ diff --git a/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf.meta b/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf.meta deleted file mode 100644 index d1fee4014..000000000 --- a/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 73b2254d35a7844f4b88cf629f3159fc -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Editor.meta b/MMO_Demo/Assets/Editor.meta deleted file mode 100644 index 141e89a7a..000000000 --- a/MMO_Demo/Assets/Editor.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 2ede9e326ddad4b63bc55cede11fb8eb -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Editor/PropertyEditor.cs b/MMO_Demo/Assets/Editor/PropertyEditor.cs deleted file mode 100644 index ffa111088..000000000 --- a/MMO_Demo/Assets/Editor/PropertyEditor.cs +++ /dev/null @@ -1,322 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; - -public abstract class PropertyEditor : Editor -{ - protected SerializedObject serializedObject; - - - private static GUIStyle commentStyle = null; - private static bool cameraRendered = false; - - - // General // - - - protected abstract void Initialize (); - - - public void BeginEdit () - { - if (serializedObject != null && serializedObject.targetObject == target) - { - serializedObject.Update (); - return; - } - - serializedObject = new SerializedObject (target); - - Initialize (); - } - - - public void EndEdit () - { - serializedObject.ApplyModifiedProperties (); - } - - - // Inspector GUI // - - - public static GUIStyle CommentStyle - { - get - { - if (commentStyle == null) - { - commentStyle = new GUIStyle (GUI.skin.GetStyle ("Box")); - commentStyle.font = EditorStyles.miniFont; - commentStyle.alignment = TextAnchor.UpperLeft; - } - - return commentStyle; - } - } - - - protected void PropertyField (string label, SerializedProperty property, params GUILayoutOption[] options) - { - if (string.IsNullOrEmpty (label)) - { - EditorGUILayout.PropertyField (property, options); - } - else - { - EditorGUILayout.PropertyField (property, new GUIContent (label), options); - } - } - - - protected void PropertyField (SerializedProperty property, params GUILayoutOption[] options) - { - PropertyField (null, property, options); - } - - - protected void FloatPropertyField (SerializedProperty property, params GUILayoutOption[] options) - { - float newValue = EditorGUILayout.FloatField (property.floatValue, options); - if (newValue != property.floatValue) - { - property.floatValue = newValue; - } - } - - - protected void StringPropertyField (SerializedProperty property, params GUILayoutOption[] options) - { - string newValue = EditorGUILayout.TextField (property.stringValue, options); - if (newValue != property.stringValue) - { - property.stringValue = newValue; - } - } - - - protected void TexturePropertyField (SerializedProperty property, params GUILayoutOption[] options) - { - Object newValue = EditorGUILayout.ObjectField (property.objectReferenceValue, typeof (Texture2D), options); - if (newValue != property.objectReferenceValue) - { - property.objectReferenceValue = newValue; - } - } - - - protected void MinMaxPropertySlider (SerializedProperty minProperty, SerializedProperty maxProperty, float minCap, float maxCap, params GUILayoutOption[] options) - { - float newMin = minProperty.floatValue, newMax = maxProperty.floatValue; - EditorGUILayout.MinMaxSlider (ref newMin, ref newMax, minCap, maxCap, options); - - if (newMin != minProperty.floatValue || newMax != maxProperty.floatValue) - { - minProperty.floatValue = newMin; - maxProperty.floatValue = newMax; - } - } - - - protected void MinMaxPropertySliderFields (string label, SerializedProperty minProperty, SerializedProperty maxProperty, float minCap, float maxCap, params GUILayoutOption[] options) - { - GUILayout.BeginHorizontal (); - GUILayout.Space (5.0f); - Rect labelRect = GUILayoutUtility.GetRect (new GUIContent (label), EditorStyles.boldLabel); - GUI.Label (labelRect, label, minProperty.prefabOverride || maxProperty.prefabOverride ? EditorStyles.boldLabel : EditorStyles.label); - GUILayout.EndHorizontal (); - GUILayout.BeginHorizontal (); - GUILayout.Space (15.0f); - FloatPropertyField (minProperty, GUILayout.Width (40.0f)); - MinMaxPropertySlider (minProperty, maxProperty, minCap, maxCap, options); - FloatPropertyField (maxProperty, GUILayout.Width (40.0f)); - GUILayout.EndHorizontal (); - } - - - public static void WideComment (string comment) - { - GUILayout.Box (comment, CommentStyle, GUILayout.ExpandWidth (true)); - } - - - public static void Comment (string comment) - { - GUILayout.BeginHorizontal (); - GUILayout.Space (105.0f); - WideComment (comment); - GUILayout.EndHorizontal (); - } - - - public static void Header (string label) - { - GUILayout.Label (label, EditorStyles.boldLabel); - } - - - public static void BeginSection (string label) - { - Header (label); - } - - - public static void EndSection () - { - EditorGUILayout.Space (); - EditorGUILayout.Space (); - } - - - // Scene GUI // - - - public virtual bool RenderSceneHandles - { - get - { - return true; - } - } - - - public virtual Color SceneHandlesColor - { - get - { - return Color.green; - } - } - - - public Transform TargetTransform - { - get - { - return ((Component)target).transform; - } - } - - - protected virtual void DoSceneGUI () - // Implement your scene GUI in here for automatic camera, on/off and colour handling - { - - } - - - public void OnPreSceneGUI () - { - cameraRendered = false; - } - - - public void OnSceneGUI () - { - if (!RenderSceneHandles) - { - return; - } - - if (!cameraRendered) - { - Handles.DrawCamera (new Rect (0.0f, 0.0f, Screen.width, Screen.height), Camera.current); - cameraRendered = true; - } - - Handles.color = SceneHandlesColor; - - DoSceneGUI (); - } - - - public static float AngularSlider (Vector3 position, Vector3 forward, Vector3 right, Vector3 up, float angle, float radius, Handles.DrawCapFunction capFunction, float offset = 0.0f, float handleSize = 1.0f) - // Create an angular slider for the given transform - { - Vector3 angleVector = PlanarAngleVector (forward, right, angle) * radius; - Vector3 directionVector = Vector3.Cross (angleVector, up) * -1; - Vector3 sliderPosition = position + angleVector + angleVector.normalized * offset; - Vector3 changeVector = Handles.Slider (sliderPosition, directionVector, handleSize, capFunction, 1.0f) - sliderPosition; - return angle + (Vector3.Angle (directionVector, changeVector) > 90.0f ? changeVector.magnitude * -1.0f : changeVector.magnitude); - } - - - public static float AngularSlider (Vector3 position, Vector3 forward, Vector3 right, Vector3 up, float angle, float radius, float offset = 0.0f) - { - return AngularSlider (position, forward, right, up, angle, radius, Handles.ArrowCap, offset, HandleUtility.GetHandleSize (position)); - } - - - public static float AngularSlider (Transform transform, float angle, float radius, float offset = 0.0f) - { - return AngularSlider (transform.position, transform.forward, transform.right, transform.up, angle, radius, offset); - } - - - public static void DrawThickWireArc (Vector3 position, Vector3 forward, Vector3 up, float angle, float radius, int thickness, float resolution) - // Draw a wire arc for a transform with a given thickness and resolution - { - for (int i = 0; i < thickness; i++) - { - Handles.DrawWireArc ( - position, - up, - forward, - angle, - radius + resolution * (float)i * HandleUtility.GetHandleSize (position) - ); - } - } - - - public static void DrawThickWireArc (Transform transform, float angle, float radius, int thickness, float resolution) - { - DrawThickWireArc (transform.position, transform.forward, transform.up, angle, radius, thickness, resolution); - } - - - public static Vector3 PlanarAngleVector (Vector3 forward, Vector3 right, float angle) - // Produce a planar directional vector - a set degrees from the forward vector of the given transform - { - if (angle < 90.0f) - { - return Vector3.Slerp ( - forward, - right, - angle / 90.0f - ); - } - else if (angle < 180.0f) - { - return Vector3.Slerp ( - right, - forward * -1.0f, - (angle - 90.0f) / 90.0f - ); - } - else if (angle < 270.0f) - { - return Vector3.Slerp ( - forward * -1.0f, - right * -1.0f, - (angle - 180.0f) / 90.0f - ); - } - else - { - return Vector3.Slerp ( - right * -1.0f, - forward, - (angle - 270.0f) / 90.0f - ); - } - } - - - public static void MinMaxRadiusHandle (Transform transform, ref float min, ref float max, float minClamp, float maxClamp) - // Produce two radius handles around the given transform, one rotated 45 degrees on the up vector, scaling a min and a max - { - min = Mathf.Clamp (Handles.RadiusHandle (transform.rotation, transform.position, min), minClamp, max); - max = Mathf.Clamp (Handles.RadiusHandle (transform.rotation * Quaternion.AngleAxis (45.0f, transform.up), transform.position, max), min, maxClamp); - } -} diff --git a/MMO_Demo/Assets/Editor/PropertyEditor.cs.meta b/MMO_Demo/Assets/Editor/PropertyEditor.cs.meta deleted file mode 100644 index 496e5da5e..000000000 --- a/MMO_Demo/Assets/Editor/PropertyEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 351eb14081d55444c904172463f65b09 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs b/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs deleted file mode 100644 index 8225b72f2..000000000 --- a/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs +++ /dev/null @@ -1,160 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; - -[CustomEditor (typeof (ThirdPersonCamera))] -public class ThirdPersonCameraEditor : PropertyEditor -{ - private const float maxCameraDistanceCap = 100.0f; - - - private SerializedProperty targetProperty; - private SerializedProperty cameraProperty; - private SerializedProperty obstacleLayersProperty; - private SerializedProperty minDistanceProperty; - private SerializedProperty maxDistanceProperty; - private SerializedProperty groundLayersProperty; - private SerializedProperty groundedCheckOffsetProperty; - private SerializedProperty rotationUpdateSpeedProperty; - private SerializedProperty lookUpSpeedProperty; - private SerializedProperty zoomSpeedProperty; - private SerializedProperty followUpdateSpeedProperty; - private SerializedProperty distanceUpdateSpeedProperty; - private SerializedProperty maxForwardAngleProperty; - private SerializedProperty showGizmosProperty; - private SerializedProperty requireLockProperty; - private SerializedProperty controlLockProperty; - - - protected override void Initialize () - { - targetProperty = serializedObject.FindProperty ("target"); - cameraProperty = serializedObject.FindProperty ("camera"); - obstacleLayersProperty = serializedObject.FindProperty ("obstacleLayers"); - minDistanceProperty = serializedObject.FindProperty ("minDistance"); - maxDistanceProperty = serializedObject.FindProperty ("maxDistance"); - groundLayersProperty = serializedObject.FindProperty ("groundLayers"); - groundedCheckOffsetProperty = serializedObject.FindProperty ("groundedCheckOffset"); - rotationUpdateSpeedProperty = serializedObject.FindProperty ("rotationUpdateSpeed"); - lookUpSpeedProperty = serializedObject.FindProperty ("lookUpSpeed"); - zoomSpeedProperty = serializedObject.FindProperty ("zoomSpeed"); - followUpdateSpeedProperty = serializedObject.FindProperty ("followUpdateSpeed"); - distanceUpdateSpeedProperty = serializedObject.FindProperty ("distanceUpdateSpeed"); - maxForwardAngleProperty = serializedObject.FindProperty ("maxForwardAngle"); - showGizmosProperty = serializedObject.FindProperty ("showGizmos"); - requireLockProperty = serializedObject.FindProperty ("requireLock"); - controlLockProperty = serializedObject.FindProperty ("controlLock"); - } - - - public override void OnInspectorGUI () - { - BeginEdit (); - BeginSection ("Objects"); - PropertyField ("Viewed collider", targetProperty); - PropertyField ("Camera", cameraProperty); - EndSection (); - - BeginSection ("View obstruction"); - PropertyField ("Obstacle layers", obstacleLayersProperty); - Comment ("Make sure that the target collider is not in any of these layers."); - MinMaxPropertySliderFields ("Camera distance", minDistanceProperty, maxDistanceProperty, 0.0f, maxCameraDistanceCap); - EndSection (); - - BeginSection ("Camera grounding check"); - PropertyField ("Ground layers", groundLayersProperty); - Comment ("Make sure that the target collider is not in any of these layers."); - PropertyField ("Offset", groundedCheckOffsetProperty); - EndSection (); - - BeginSection ("Speed"); - PropertyField ("Horizontal rotation", rotationUpdateSpeedProperty); - PropertyField ("Vertical rotation", lookUpSpeedProperty); - PropertyField ("Zoom", zoomSpeedProperty); - PropertyField ("Follow snap", followUpdateSpeedProperty); - PropertyField ("Distance snap", distanceUpdateSpeedProperty); - EndSection (); - - BeginSection ("Mouse control"); - PropertyField ("Require lock", requireLockProperty); - PropertyField ("Control lock", controlLockProperty); - EndSection (); - - PropertyField ("Angle clamp", maxForwardAngleProperty); - PropertyField ("Show gizmos", showGizmosProperty); - EndEdit (); - } - - - public override bool RenderSceneHandles - { - get - { - BeginEdit (); - return showGizmosProperty.boolValue; - } - } - - - public override Color SceneHandlesColor - { - get - { - return Color.blue; - } - } - - - protected override void DoSceneGUI () - { - BeginEdit (); - float min = minDistanceProperty.floatValue, max = maxDistanceProperty.floatValue; - MinMaxRadiusHandle (TargetTransform, ref min, ref max, 0.0f, maxCameraDistanceCap); - minDistanceProperty.floatValue = min; - maxDistanceProperty.floatValue = max; - // Do a double wire sphere for modifying the min/max camera distance - - Color color = Handles.color; - Handles.color = new Color (color.r, color.g, color.b, 0.1f); - - Handles.DrawSolidArc ( - TargetTransform.position, - TargetTransform.right, - TargetTransform.forward * -1.0f, - maxForwardAngleProperty.floatValue, - maxDistanceProperty.floatValue - ); - // Render the camera area transparent - - Handles.color = color; - - DrawThickWireArc ( - TargetTransform.position, - TargetTransform.forward * -1.0f, - TargetTransform.right, - maxForwardAngleProperty.floatValue, - maxDistanceProperty.floatValue, - 20, - 0.005f - ); - // Render the outline of the camera area on the camera arc - - maxForwardAngleProperty.floatValue = Mathf.Clamp ( - AngularSlider ( - TargetTransform.position, - TargetTransform.forward * -1.0f, - TargetTransform.up, - TargetTransform.right, - maxForwardAngleProperty.floatValue, - maxDistanceProperty.floatValue, - Handles.ArrowCap, - 20.0f * 0.005f * HandleUtility.GetHandleSize (TargetTransform.position), - HandleUtility.GetHandleSize (TargetTransform.position) - ), - 0.0f, - 90.0f - ); - // Make tha camera angle modifyable via an angular slider after the wire arc - EndEdit (); - } -} diff --git a/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs.meta b/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs.meta deleted file mode 100644 index 56de0942c..000000000 --- a/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: 70a9f7551a8cf42fc9f0f9e5212af1e9 -labels: -- control -- controller -- character -- camera -- mmo -- mmorpg -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs b/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs deleted file mode 100644 index 1327c087f..000000000 --- a/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs +++ /dev/null @@ -1,127 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; - -[CustomEditor (typeof (ThirdPersonController))] -public class ThirdPersonControllerEditor : PropertyEditor -{ - private SerializedProperty targetProperty; - private SerializedProperty speedProperty; - private SerializedProperty walkSpeedDownscaleProperty; - private SerializedProperty turnSpeedProperty; - private SerializedProperty mouseTurnSpeedProperty; - private SerializedProperty jumpSpeedProperty; - private SerializedProperty groundLayersProperty; - private SerializedProperty groundedCheckOffsetProperty; - private SerializedProperty showGizmosProperty; - private SerializedProperty requireLockProperty; - private SerializedProperty controlLockProperty; - - - private const float rotationSpeedHandleScale = 20.0f; - // Scales the visualization of the rotation speed handles. Reduce if you're dealing with larger rotation speeds. - - - protected override void Initialize () - { - targetProperty = serializedObject.FindProperty ("target"); - speedProperty = serializedObject.FindProperty ("speed"); - walkSpeedDownscaleProperty = serializedObject.FindProperty ("walkSpeedDownscale"); - turnSpeedProperty = serializedObject.FindProperty ("turnSpeed"); - mouseTurnSpeedProperty = serializedObject.FindProperty ("mouseTurnSpeed"); - jumpSpeedProperty = serializedObject.FindProperty ("jumpSpeed"); - groundLayersProperty = serializedObject.FindProperty ("groundLayers"); - groundedCheckOffsetProperty = serializedObject.FindProperty ("groundedCheckOffset"); - showGizmosProperty = serializedObject.FindProperty ("showGizmos"); - requireLockProperty = serializedObject.FindProperty ("requireLock"); - controlLockProperty = serializedObject.FindProperty ("controlLock"); - } - - - public override void OnInspectorGUI () - { - BeginEdit (); - BeginSection ("Target character"); - PropertyField ("Rigidbody", targetProperty); - EndSection (); - - BeginSection ("Speed"); - PropertyField ("Movement", speedProperty); - PropertyField ("Walk downscale", walkSpeedDownscaleProperty); - PropertyField ("Turn", turnSpeedProperty); - PropertyField ("Mouse turn", mouseTurnSpeedProperty); - PropertyField ("Jump", jumpSpeedProperty); - EndSection (); - - BeginSection ("Grounding check"); - PropertyField ("Layers", groundLayersProperty); - Comment ("This should include anything that the character can land on. Make sure that any part of the character is not in any of these layers."); - PropertyField ("Offset", groundedCheckOffsetProperty); - EndSection (); - - BeginSection ("Mouse control"); - PropertyField ("Require lock", requireLockProperty); - PropertyField ("Control lock", controlLockProperty); - EndSection (); - - PropertyField ("Show gizmos", showGizmosProperty); - - EndSection (); - - WideComment ("This component uses more input than is included in the default input setup:\n\n - An extra axis named \"Sidestep\" - a straight copy of the \"Horizontal\" input axis - mapped to Q (negative) and E (positive).\n\n - An extra button named \"ToggleWalk\" - same setup as the \"Jump\" button, by default mapped to \"+\" (positive)."); - EndEdit (); - } - - - public override bool RenderSceneHandles - { - get - { - BeginEdit (); - return showGizmosProperty.boolValue; - } - } - - - public override Color SceneHandlesColor - { - get - { - return Color.red; - } - } - - - protected override void DoSceneGUI () - { - BeginEdit (); - speedProperty.floatValue = Handles.RadiusHandle (TargetTransform.rotation, TargetTransform.position, speedProperty.floatValue); - // Do a wire sphere handle for modifying the speed as a radius - - float visualizedRotationAngle = turnSpeedProperty.floatValue * rotationSpeedHandleScale; - // Scaling up the angle used in visualization of the rotation speed as we're dealing with low values per default - - DrawThickWireArc (TargetTransform, visualizedRotationAngle, speedProperty.floatValue, 20, 0.005f); - // Draw the indication of the rotation speed as an angle segment of the planar circle, indicating speed - - float change = AngularSlider ( - TargetTransform, - visualizedRotationAngle, - speedProperty.floatValue, - 20.0f * 0.005f * HandleUtility.GetHandleSize (TargetTransform.position) - ) - visualizedRotationAngle; - // Do the slider handle, allowing us to modify the rotation speed from the scene view - - if (visualizedRotationAngle + change < 360.0f) - // Don't allow dragging over 360 degrees. This check is needed since we're scaling up the visual representation of the angle. - { - turnSpeedProperty.floatValue = Mathf.Clamp (turnSpeedProperty.floatValue + change / rotationSpeedHandleScale, 0.0f, 360.0f); - } - else - // Clamp to 360 - { - turnSpeedProperty.floatValue = 360.0f / rotationSpeedHandleScale; - } - EndEdit (); - } -} diff --git a/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs.meta b/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs.meta deleted file mode 100644 index d4f7b655e..000000000 --- a/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: 4e5aa3b4fb998460c8d6c45a20819160 -labels: -- control -- controller -- character -- camera -- mmo -- mmorpg -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/ThirdPersonCamera.cs b/MMO_Demo/Assets/ThirdPersonCamera.cs deleted file mode 100644 index ee4b5a61e..000000000 --- a/MMO_Demo/Assets/ThirdPersonCamera.cs +++ /dev/null @@ -1,313 +0,0 @@ -using UnityEngine; -using System.Collections; - - -public class ThirdPersonCamera : MonoBehaviour -{ - public Collider target; - // The object we're looking at - new public Camera camera; - // The camera to control - public LayerMask obstacleLayers = -1, groundLayers = -1; - // Which layers should count as obstructing the view? And which are designated ground? - // NOTICE: Make sure that the target collider is not in any of these layers! - public float groundedCheckOffset = 0.7f; - // Tweak so check starts from just within target footing - public float rotationUpdateSpeed = 60.0f, - lookUpSpeed = 20.0f, - distanceUpdateSpeed = 10.0f, - followUpdateSpeed = 10.0f; - // Tweak these to adjust camera responsiveness - public float maxForwardAngle = 80.0f; - // Tweak to adjust camera clamping angle - specifies the maximum angle between target and clamped camera forward - public float minDistance = 0.1f, - maxDistance = 10.0f, - zoomSpeed = 1.0f; - // Tweak to adjust scrollwheel zoom - public bool - showGizmos = true, - // Turn this off to reduce gizmo clutter if needed - requireLock = true, - // Turn this off if the camera should be controllable even without cursor lock - controlLock = true; - // Turn this off if you want mouse lock controlled elsewhere - - - private const float movementThreshold = 0.1f, rotationThreshold = 0.1f; - // Tweak these to adjust camera responsiveness - private const float groundedDistance = 0.5f; - // Tweak if the camera goes into ground mode too soon or late - - - private Vector3 lastStationaryPosition; - private float optimalDistance, targetDistance; - private bool grounded = false; - - - void Reset () - // Run setup on component attach, so it is visually more clear which references are used - { - Setup (); - } - - - void Setup () - // If target and/or camera is not set, try using fallbacks - { - if (target == null) - { - target = GetComponent (); - } - - if (camera == null) - { - if (Camera.main != null) - { - camera = Camera.main; - } - } - } - - - void Start () - // Verify setup, initialise bookkeeping - { - Setup (); - // Retry setup if references were cleared post-add - - if (target == null) - { - Debug.LogError ("No target assigned. Please correct and restart."); - enabled = false; - return; - } - - if (camera == null) - { - Debug.LogError ("No camera assigned. Please correct and restart."); - enabled = false; - return; - } - - lastStationaryPosition = target.transform.position; - targetDistance = optimalDistance = (camera.transform.position - target.transform.position).magnitude; - } - - - float ViewRadius - // The minimum clear radius between the camera and the target - { - get - { - float fieldOfViewRadius = (optimalDistance / Mathf.Sin (90.0f - camera.fieldOfView / 2.0f)) * Mathf.Sin (camera.fieldOfView / 2.0f); - // Half the width of the field of view of the camera at the position of the target - float doubleCharacterRadius = Mathf.Max (target.bounds.extents.x, target.bounds.extents.z) * 2.0f; - - return Mathf.Min (doubleCharacterRadius, fieldOfViewRadius); - } - } - - - Vector3 SnappedCameraForward - // The camera forward vector, clamped to the target forward vector so only horizontal rotation is kept - { - get - { - Vector2 planeForward = new Vector2 (camera.transform.forward.x, camera.transform.forward.z); - planeForward = new Vector2 (target.transform.forward.x, target.transform.forward.z).normalized * - planeForward.magnitude; - return new Vector3 (planeForward.x, camera.transform.forward.y, planeForward.y); - } - } - - - void FixedUpdate () - // See if the camera touches the ground and adjust the camera distance if an object blocks the view - { - grounded = Physics.Raycast ( - camera.transform.position + target.transform.up * -groundedCheckOffset, - target.transform.up * -1, - groundedDistance, - groundLayers - ); - // Shoot a ray downward to see if we're touching the ground - - Vector3 inverseLineOfSight = camera.transform.position - target.transform.position; - - RaycastHit hit; - if (Physics.SphereCast (target.transform.position, ViewRadius, inverseLineOfSight, out hit, optimalDistance, obstacleLayers)) - // Cast a sphere from the target towards the camera - using the view radius - checking against the obstacle layers - { - targetDistance = Mathf.Min ((hit.point - target.transform.position).magnitude, optimalDistance); - // If something is hit, set the target distance to the hit position - } - else - { - targetDistance = optimalDistance; - // If nothing is hit, target the optimal distance - } - } - - - void Update () - // Update optimal distance based on scroll wheel input - { - optimalDistance = Mathf.Clamp ( - optimalDistance + Input.GetAxis ("Mouse ScrollWheel") * -zoomSpeed * Time.deltaTime, - minDistance, - maxDistance - ); - } - - - void LateUpdate () - // Update camera position - specifics are delegated to camera mode functions - { - if ( - (Input.GetMouseButton (0) || Input.GetMouseButton (1)) && // Act if a mouse button is down - (!requireLock || controlLock || Screen.lockCursor) // ... and we're allowed to - ) - { - if (controlLock) - { - Screen.lockCursor = true; - } - - FreeUpdate (); - lastStationaryPosition = target.transform.position; - // Update the stationary position so we don't get an immediate snap back when releasing the mouse button - } - else - { - if (controlLock) - { - Screen.lockCursor = false; - } - - Vector3 movement = target.transform.position - lastStationaryPosition; - if (new Vector2 (movement.x, movement.z).magnitude > movementThreshold) - // Only update follow camera if we moved sufficiently - { - FollowUpdate (); - } - } - - DistanceUpdate (); - } - - - void FollowUpdate () - // Have the camera follow behind the character - { - Vector3 cameraForward = target.transform.position - camera.transform.position; - cameraForward = new Vector3 (cameraForward.x, 0.0f, cameraForward.z); - // Ignore camera elevation when calculating the angle - - float rotationAmount = Vector3.Angle (cameraForward, target.transform.forward); - - if (rotationAmount < rotationThreshold) - // Stop rotating if we're within the threshold - { - lastStationaryPosition = target.transform.position; - } - - rotationAmount *= followUpdateSpeed * Time.deltaTime; - - if (Vector3.Angle (cameraForward, target.transform.right) < Vector3.Angle (cameraForward, target.transform.right * -1.0f)) - // Rotate to the left if the camera is to the right of target forward - { - rotationAmount *= -1.0f; - } - - camera.transform.RotateAround (target.transform.position, Vector3.up, rotationAmount); - } - - - void FreeUpdate () - // Control the camera via the mouse - { - float rotationAmount; - - // Horizontal rotation: - - if (Input.GetMouseButton (1)) - // If right mouse button is held, don't rotate horizontally - the character should do that - { - FollowUpdate (); - } - else - // If left mouse button it held, do horizontal rotation - { - rotationAmount = Input.GetAxis ("Mouse X") * rotationUpdateSpeed * Time.deltaTime; - camera.transform.RotateAround (target.transform.position, Vector3.up, rotationAmount); - } - - // Vertical rotation: - - rotationAmount = Input.GetAxis ("Mouse Y") * -1.0f * lookUpSpeed * Time.deltaTime; - // Calculate vertical rotation - - bool lookFromBelow = Vector3.Angle (camera.transform.forward, target.transform.up * -1) > - Vector3.Angle (camera.transform.forward, target.transform.up); - // Is the camera looking up at the target? - - if (grounded && lookFromBelow) - // If we're grounded and look up from this position - applying the vertical rotation to the camera pivot point - { - camera.transform.RotateAround (camera.transform.position, camera.transform.right, rotationAmount); - } - else - // If we're not grounded, apply the vertical rotation to the target pivot point - { - camera.transform.RotateAround (target.transform.position, camera.transform.right, rotationAmount); - camera.transform.LookAt (target.transform.position); - // Apply rotation and keep looking at the target - - float forwardAngle = Vector3.Angle (target.transform.forward, SnappedCameraForward); - // Get the new rotation relative to the target forward vector - - if (forwardAngle > maxForwardAngle) - // If the new rotation brought the camera over the clamp max, rotate it back by the difference - { - camera.transform.RotateAround ( - target.transform.position, - camera.transform.right, - lookFromBelow ? forwardAngle - maxForwardAngle : maxForwardAngle - forwardAngle - ); - } - } - } - - - void DistanceUpdate () - // Apply any change in camera distance - { - Vector3 targetPosition = target.transform.position + (camera.transform.position - target.transform.position).normalized * targetDistance; - camera.transform.position = Vector3.Lerp (camera.transform.position, targetPosition, Time.deltaTime * distanceUpdateSpeed); - } - - - void OnDrawGizmosSelected () - // Use gizmos to gain information about the state of your setup - { - if (!showGizmos || target == null || camera == null) - { - return; - } - - Gizmos.color = Color.green; - Gizmos.DrawLine (target.transform.position, target.transform.position + target.transform.forward); - // Visualise the target forward vector - - Gizmos.color = grounded ? Color.blue : Color.red; - Gizmos.DrawLine (camera.transform.position + target.transform.up * -groundedCheckOffset, - camera.transform.position + target.transform.up * -(groundedCheckOffset + groundedDistance)); - // Visualise the camera grounded check and whether or not it is grounded - - Gizmos.color = Color.green; - Gizmos.DrawLine (camera.transform.position, camera.transform.position + camera.transform.forward); - Gizmos.color = Color.blue; - Gizmos.DrawLine (camera.transform.position, camera.transform.position + SnappedCameraForward); - // Visualise the camera forward vector (green) vs. the SnappedCameraForward - } -} diff --git a/MMO_Demo/Assets/ThirdPersonCamera.cs.meta b/MMO_Demo/Assets/ThirdPersonCamera.cs.meta deleted file mode 100644 index 8be8a03c0..000000000 --- a/MMO_Demo/Assets/ThirdPersonCamera.cs.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: 21e0a0b3d1f7945fd8fdab7d4e2eef15 -labels: -- mmo -- mmorpg -- control -- controller -- character -- camera -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/ThirdPersonController.cs b/MMO_Demo/Assets/ThirdPersonController.cs deleted file mode 100644 index 00ff70f62..000000000 --- a/MMO_Demo/Assets/ThirdPersonController.cs +++ /dev/null @@ -1,218 +0,0 @@ -using UnityEngine; -using System.Collections; - -public delegate void JumpDelegate (); - -public class ThirdPersonController : MonoBehaviour -{ - public Rigidbody target; - // The object we're steering - public float speed = 1.0f, walkSpeedDownscale = 2.0f, turnSpeed = 2.0f, mouseTurnSpeed = 0.3f, jumpSpeed = 1.0f; - // Tweak to ajust character responsiveness - public LayerMask groundLayers = -1; - // Which layers should be walkable? - // NOTICE: Make sure that the target collider is not in any of these layers! - public float groundedCheckOffset = 0.7f; - // Tweak so check starts from just within target footing - public bool - showGizmos = true, - // Turn this off to reduce gizmo clutter if needed - requireLock = true, - // Turn this off if the camera should be controllable even without cursor lock - controlLock = false; - // Turn this on if you want mouse lock controlled by this script - public JumpDelegate onJump = null; - // Assign to this delegate to respond to the controller jumping - - - private const float inputThreshold = 0.01f, - groundDrag = 5.0f, - directionalJumpFactor = 0.7f; - // Tweak these to adjust behaviour relative to speed - private const float groundedDistance = 0.5f; - // Tweak if character lands too soon or gets stuck "in air" often - - - private bool grounded, walking; - - - public bool Grounded - // Make our grounded status available for other components - { - get - { - return grounded; - } - } - - - void Reset () - // Run setup on component attach, so it is visually more clear which references are used - { - Setup (); - } - - - void Setup () - // If target is not set, try using fallbacks - { - if (target == null) - { - target = GetComponent (); - } - } - - - void Start () - // Verify setup, configure rigidbody - { - Setup (); - // Retry setup if references were cleared post-add - - if (target == null) - { - Debug.LogError ("No target assigned. Please correct and restart."); - enabled = false; - return; - } - - target.freezeRotation = true; - // We will be controlling the rotation of the target, so we tell the physics system to leave it be - walking = false; - } - - - void Update () - // Handle rotation here to ensure smooth application. - { - float rotationAmount; - - if (Input.GetMouseButton (1) && (!requireLock || controlLock || Screen.lockCursor)) - // If the right mouse button is held, rotation is locked to the mouse - { - if (controlLock) - { - Screen.lockCursor = true; - } - - rotationAmount = Input.GetAxis ("Mouse X") * mouseTurnSpeed * Time.deltaTime; - } - else - { - if (controlLock) - { - Screen.lockCursor = false; - } - - rotationAmount = Input.GetAxis ("Horizontal") * turnSpeed * Time.deltaTime; - } - - target.transform.RotateAround (target.transform.up, rotationAmount); - - if (Input.GetButtonDown ("ToggleWalk")) - { - walking = !walking; - } - } - - - float SidestepAxisInput - // If the right mouse button is held, the horizontal axis also turns into sidestep handling - { - get - { - if (Input.GetMouseButton (1)) - { - float sidestep = Input.GetAxis ("Sidestep"), horizontal = Input.GetAxis ("Horizontal"); - - return Mathf.Abs (sidestep) > Mathf.Abs (horizontal) ? sidestep : horizontal; - } - else - { - return Input.GetAxis ("Sidestep"); - } - } - } - - - void FixedUpdate () - // Handle movement here since physics will only be calculated in fixed frames anyway - { - grounded = Physics.Raycast ( - target.transform.position + target.transform.up * -groundedCheckOffset, - target.transform.up * -1, - groundedDistance, - groundLayers - ); - // Shoot a ray downward to see if we're touching the ground - - if (grounded) - { - target.drag = groundDrag; - // Apply drag when we're grounded - - if (Input.GetButton ("Jump")) - // Handle jumping - { - target.AddForce ( - jumpSpeed * target.transform.up + - target.velocity.normalized * directionalJumpFactor, - ForceMode.VelocityChange - ); - // When jumping, we set the velocity upward with our jump speed - // plus some application of directional movement - - if (onJump != null) - { - onJump (); - } - } - else - // Only allow movement controls if we did not just jump - { - Vector3 movement = Input.GetAxis ("Vertical") * target.transform.forward + - SidestepAxisInput * target.transform.right; - - float appliedSpeed = walking ? speed / walkSpeedDownscale : speed; - // Scale down applied speed if in walk mode - - if (Input.GetAxis ("Vertical") < 0.0f) - // Scale down applied speed if walking backwards - { - appliedSpeed /= walkSpeedDownscale; - } - - if (movement.magnitude > inputThreshold) - // Only apply movement if we have sufficient input - { - target.AddForce (movement.normalized * appliedSpeed, ForceMode.VelocityChange); - } - else - // If we are grounded and don't have significant input, just stop horizontal movement - { - target.velocity = new Vector3 (0.0f, target.velocity.y, 0.0f); - return; - } - } - } - else - { - target.drag = 0.0f; - // If we're airborne, we should have no drag - } - } - - - void OnDrawGizmos () - // Use gizmos to gain information about the state of your setup - { - if (!showGizmos || target == null) - { - return; - } - - Gizmos.color = grounded ? Color.blue : Color.red; - Gizmos.DrawLine (target.transform.position + target.transform.up * -groundedCheckOffset, - target.transform.position + target.transform.up * -(groundedCheckOffset + groundedDistance)); - } -} diff --git a/MMO_Demo/Assets/ThirdPersonController.cs.meta b/MMO_Demo/Assets/ThirdPersonController.cs.meta deleted file mode 100644 index c1f1930e6..000000000 --- a/MMO_Demo/Assets/ThirdPersonController.cs.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: 8efe724891414453d8635d3b0850a57e -labels: -- mmo -- mmorpg -- control -- controller -- character -- camera -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/ThirdPersonMMOController.prefab b/MMO_Demo/Assets/ThirdPersonMMOController.prefab deleted file mode 100644 index e2e36b113..000000000 Binary files a/MMO_Demo/Assets/ThirdPersonMMOController.prefab and /dev/null differ diff --git a/MMO_Demo/Assets/ThirdPersonMMOController.prefab.meta b/MMO_Demo/Assets/ThirdPersonMMOController.prefab.meta deleted file mode 100644 index dbb5f158e..000000000 --- a/MMO_Demo/Assets/ThirdPersonMMOController.prefab.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 640055aff95214e33a7c8281b11cd4fc -labels: -- mmo -- mmorpg -- control -- controller -- character -- camera -NativeFormatImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scenes.meta b/MMO_Demo/Assets/_Scenes.meta deleted file mode 100644 index 063d3bbb3..000000000 --- a/MMO_Demo/Assets/_Scenes.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: e54daf45b2e1e604eb73a63c45e33534 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scenes/Main.unity b/MMO_Demo/Assets/_Scenes/Main.unity deleted file mode 100644 index 0b9ba3ef9..000000000 Binary files a/MMO_Demo/Assets/_Scenes/Main.unity and /dev/null differ diff --git a/MMO_Demo/Assets/_Scenes/Main.unity.meta b/MMO_Demo/Assets/_Scenes/Main.unity.meta deleted file mode 100644 index 5ca7a3902..000000000 --- a/MMO_Demo/Assets/_Scenes/Main.unity.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: ae7f1729c4f2bdc4e8484b706767edb7 -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scripts.meta b/MMO_Demo/Assets/_Scripts.meta deleted file mode 100644 index 0a6e765c0..000000000 --- a/MMO_Demo/Assets/_Scripts.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 2228eff447de93d49963aa141010458e -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scripts/CameraMovement.cs b/MMO_Demo/Assets/_Scripts/CameraMovement.cs deleted file mode 100644 index 04f86ae9c..000000000 --- a/MMO_Demo/Assets/_Scripts/CameraMovement.cs +++ /dev/null @@ -1,183 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class CameraMovement : MonoBehaviour -{ - public Collider target; - public Camera camera; - public LayerMask obstacleLayers = -1; - public LayerMask groundLayers = -1; - public float groundedCheckOffset = 0.7f; - public float rotationUpdateSpeed = 60.0f; - public float lookUpSpeed = 20.0f; - public float distanceUpdateSpeed = 10.0f; - public float followUpdateSpeed = 10.0f; - public float maxForwardAngle = 80.0f; - public float minDistance = 0.1f; - public float maxDistance = 10.0f; - public float zoomSpeed = 1.0f; - public bool requireLock = true; - public bool controlLock = true; - - private const float movementThreshold = 0.1f; - private const float rotationThreshold = 0.1f; - private const float groundedDistance = 0.5f; - private Vector3 lastStationaryPosition; - private float optimalDistance; - private float targetDistance; - private bool grounded = false; - - void Start () - { - if (target == null) - target = GetComponent(); - if (camera == null && Camera.main != null) - camera = Camera.main; - - if (target == null) - { - Debug.LogError ("target未赋值."); - enabled = false; - return; - } - if (camera == null) - { - Debug.LogError ("camera未赋值."); - enabled = false; - return; - } - - lastStationaryPosition = target.transform.position; - targetDistance = optimalDistance = (camera.transform.position - target.transform.position).magnitude; - } - - void Update () - { - optimalDistance = Mathf.Clamp ( - optimalDistance + Input.GetAxis ("Mouse ScrollWheel") * -zoomSpeed * Time.deltaTime, - minDistance, - maxDistance - ); - } - - float ViewRadius - { - get - { - float fieldOfViewRadius = (optimalDistance * Mathf.Tan(camera.fieldOfView / 2.0f) * Mathf.Deg2Rad); - float doubleCharacterRadius = Mathf.Max (target.bounds.extents.x, target.bounds.extents.z) * 2.0f; - - return Mathf.Min (doubleCharacterRadius, fieldOfViewRadius); - } - } - - Vector3 SnappedCameraForward - { - get - { - Vector3 f = camera.transform.forward; - Vector2 planeForward = new Vector2 (f.x, f.z); - planeForward = new Vector2 (target.transform.forward.x, target.transform.forward.z).normalized * planeForward.magnitude; - return new Vector3 (planeForward.x, f.y, planeForward.y); - } - } - - void FixedUpdate () - { - grounded = Physics.Raycast (camera.transform.position + target.transform.up * -groundedCheckOffset, target.transform.up * -1, groundedDistance, groundLayers); - - Vector3 inverseLineOfSight = camera.transform.position - - target.transform.position; - - RaycastHit hit; - if (Physics.SphereCast (target.transform.position, - ViewRadius, inverseLineOfSight, - out hit, optimalDistance, obstacleLayers)) - { - targetDistance = Mathf.Min ((hit.point - target.transform.position).magnitude, optimalDistance); - } - else - targetDistance = optimalDistance; - } - - void FollowUpdate () - { - Vector3 cameraForward = target.transform.position - camera.transform.position; - cameraForward = new Vector3 (cameraForward.x, 0.0f, cameraForward.z); - float rotationAmount = Vector3.Angle (cameraForward, target.transform.forward); - - if (rotationAmount < rotationThreshold) - lastStationaryPosition = target.transform.position; - - rotationAmount *= followUpdateSpeed * Time.deltaTime; - - if (Vector3.Angle (cameraForward, target.transform.right) < Vector3.Angle (cameraForward, target.transform.right * -1.0f)) - rotationAmount *= -1.0f; - - camera.transform.RotateAround (target.transform.position, Vector3.up, rotationAmount); - } - - void FreeUpdate () - { - float rotationAmount; - - if (Input.GetMouseButton (1)) - FollowUpdate (); - else - { - rotationAmount = Input.GetAxis ("Mouse X") * rotationUpdateSpeed * Time.deltaTime; - camera.transform.RotateAround (target.transform.position, Vector3.up, rotationAmount); - } - - rotationAmount = Input.GetAxis ("Mouse Y") * -1.0f * lookUpSpeed * Time.deltaTime; - bool lookFromBelow = Vector3.Angle (camera.transform.forward, target.transform.up * -1) > - Vector3.Angle (camera.transform.forward, target.transform.up); - - if (grounded && lookFromBelow) - camera.transform.RotateAround (camera.transform.position, camera.transform.right, rotationAmount); - else - { - camera.transform.RotateAround (target.transform.position, camera.transform.right, rotationAmount); - camera.transform.LookAt (target.transform.position); - - float forwardAngle = Vector3.Angle (target.transform.forward, SnappedCameraForward); - - if (forwardAngle > maxForwardAngle) - camera.transform.RotateAround ( target.transform.position, - camera.transform.right, - lookFromBelow ? forwardAngle - maxForwardAngle : maxForwardAngle - forwardAngle - ); - } - } - - void DistanceUpdate () - { - Vector3 targetPosition = target.transform.position + (camera.transform.position - target.transform.position).normalized * targetDistance; - camera.transform.position = Vector3.Lerp (camera.transform.position, targetPosition, Time.deltaTime * distanceUpdateSpeed); - } - - void LateUpdate () - { - if ((Input.GetMouseButton (0) || Input.GetMouseButton (1)) && - (!requireLock || controlLock || Screen.lockCursor)) - { - if (controlLock) - Screen.lockCursor = true; - - FreeUpdate (); - lastStationaryPosition = target.transform.position; - } - else - { - if (controlLock) - Screen.lockCursor = false; - - Vector3 movement = target.transform.position - lastStationaryPosition; - if (new Vector2 (movement.x, movement.z).magnitude > movementThreshold) - FollowUpdate (); - } - - DistanceUpdate (); - } - -} diff --git a/MMO_Demo/Assets/_Scripts/CameraMovement.cs.meta b/MMO_Demo/Assets/_Scripts/CameraMovement.cs.meta deleted file mode 100644 index 604ba15f2..000000000 --- a/MMO_Demo/Assets/_Scripts/CameraMovement.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: ac3268486e1db864c890fcf03fe2dca5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scripts/NPCName.cs b/MMO_Demo/Assets/_Scripts/NPCName.cs deleted file mode 100644 index 759443c6c..000000000 --- a/MMO_Demo/Assets/_Scripts/NPCName.cs +++ /dev/null @@ -1,46 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class NPCName : MonoBehaviour -{ - public string labelText = ""; - public GUISkin customSkin = null; - public string styleName = "Box"; - public Camera guiCamera = null; - public float fadeDistance = 12.0f; - public float hideDistance = 17.0f; - public float maxViewAngle = 90.0f; - - void OnGUI () - { - useGUILayout = false; - - if (Event.current.type != EventType.Repaint) - return; - - Vector3 worldPosition = GetComponent().bounds.center + Vector3.up * GetComponent().bounds.size.y * 0.5f; - Vector3 distance = worldPosition - guiCamera.transform.position; - float cameraDistance = distance.magnitude; - - if (cameraDistance > hideDistance || - Vector3.Angle (guiCamera.transform.forward, distance) > maxViewAngle) - return; - - if (cameraDistance > fadeDistance) - { - GUI.color = new Color (1.0f, 1.0f, 1.0f, 1.0f - (cameraDistance - fadeDistance) / (hideDistance - fadeDistance)); - } - - Vector2 position = guiCamera.WorldToScreenPoint (worldPosition); - //print ("beofore : " + position.ToString()); - position = new Vector2 (position.x, Screen.height - position.y); - //print ("after: " + position.ToString()); - GUI.skin = customSkin; - string contents = string.IsNullOrEmpty (labelText) ? gameObject.name : labelText; - Vector2 size = GUI.skin.GetStyle (styleName).CalcSize (new GUIContent (contents)); - - Rect rect = new Rect (position.x - size.x * 0.5f, position.y - size.y, size.x, size.y); - GUI.skin.GetStyle (styleName).Draw (rect, contents, false, false, false, false); - //GUI.skin.GetStyle (styleName).Draw (new Rect(0, 10, 100, 100), "Test", false, false, false, false); - } -} diff --git a/MMO_Demo/Assets/_Scripts/NPCName.cs.meta b/MMO_Demo/Assets/_Scripts/NPCName.cs.meta deleted file mode 100644 index b9a1560b8..000000000 --- a/MMO_Demo/Assets/_Scripts/NPCName.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: dbd1b496a0aec594b942dbb4fd5529e8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs b/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs deleted file mode 100644 index 14d908352..000000000 --- a/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs +++ /dev/null @@ -1,176 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class PlayerAnimation : MonoBehaviour -{ - enum CharacterState - { - Normal, - Jumping, - Falling, - Landing - } - - public Animation target; - public Rigidbody rigidbody; - public Transform root, spine, hub; - public float walkSpeed = 0.2f; - public float runSpeed = 1.0f; - public float rotationSpeed = 6.0f; - public float shuffleSpeed = 7.0f; - public float runningLandingFactor = 0.2f; - - private PlayerController controller; - private CharacterState state = CharacterState.Falling; - private bool canLand = true; - private float currentRotation; - private Vector3 lastRootForward; - - private Vector3 HorizontalMovement - { - get - { - return new Vector3 (rigidbody.velocity.x, 0.0f, rigidbody.velocity.z); - } - } - - void Start () - { - if (target == null) - target = GetComponent (); - if (rigidbody == null) - rigidbody = GetComponent (); - - if (VerifySetups()) - { - controller = GetComponent(); - controller.onJump += OnJump; - currentRotation = 0.0f; - lastRootForward = root.forward; - } - } - - bool VerifySetup (Component component, string name) - { - if (component == null) - { - Debug.LogError ("参数 " + name + " 未赋值."); - enabled = false; - return false; - } - - return true; - } - - bool VerifySetups() - { - return VerifySetup (target, "target") && - VerifySetup (rigidbody, "rigidbody") && - VerifySetup (root, "root") && - VerifySetup (spine, "spine") && - VerifySetup (hub, "hub"); - } - - void OnJump () - { - canLand = false; - state = CharacterState.Jumping; - - Invoke ("Fall", target["Jump"].length); - } - - void OnLand () - { - canLand = false; - state = CharacterState.Landing; - - Invoke ("Land", target["Land"].length * (HorizontalMovement.magnitude < - walkSpeed ? 1.0f : runningLandingFactor) - ); - } - - void Fall () - { - if (controller.Grounded) - return; - state = CharacterState.Falling; - } - - void Land () - { - if (state != CharacterState.Landing) - return; - state = CharacterState.Normal; - } - - void FixedUpdate () - { - if (controller.Grounded) - { - if (state == CharacterState.Falling || (state == CharacterState.Jumping && canLand)) - OnLand (); - } - else if (state == CharacterState.Jumping) - canLand = true; - } - - void Update () - { - switch (state) - { - case CharacterState.Normal: - Vector3 movement = HorizontalMovement; - - if (movement.magnitude < walkSpeed) - { - if (Vector3.Angle (lastRootForward, root.forward) > 1.0f) - { - target.CrossFade ("Shuffle"); - lastRootForward = Vector3.Slerp (lastRootForward, root.forward, Time.deltaTime * shuffleSpeed); - } - else - target.CrossFade ("Idle"); - } - else - { - target["Walk"].speed = target["Run"].speed = - Vector3.Angle (root.forward, movement) > 91.0f ? -1.0f : 1.0f; - - if (movement.magnitude < runSpeed) - target.CrossFade ("Walk"); - else - target.CrossFade ("Run"); - - lastRootForward = root.forward; - } - break; - case CharacterState.Jumping: - target.CrossFade ("Jump"); - break; - case CharacterState.Falling: - target.CrossFade ("Fall"); - break; - case CharacterState.Landing: - target.CrossFade ("Land"); - break; - } - } - - void LateUpdate () - { - float targetAngle = 0.0f; - Vector3 movement = HorizontalMovement; - if (movement.magnitude >= walkSpeed) - { - targetAngle = Vector3.Angle (movement, new Vector3 (root.forward.x, 0.0f, root.forward.z)); - if (Vector3.Angle (movement, root.right) > Vector3.Angle (movement, root.right * -1)) - targetAngle *= -1.0f; - - if (Mathf.Abs (targetAngle) > 91.0f) - targetAngle = targetAngle + (targetAngle > 0 ? -180.0f : 180.0f); - } - currentRotation = Mathf.Lerp (currentRotation, targetAngle, Time.deltaTime * rotationSpeed); - hub.RotateAround (hub.position, root.up, currentRotation); - spine.RotateAround (spine.position, root.up, currentRotation * -1.0f); - } -} diff --git a/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs.meta b/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs.meta deleted file mode 100644 index 8652844a3..000000000 --- a/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c425e5cf05a719048af92ba2ae7a3699 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scripts/PlayerController.cs b/MMO_Demo/Assets/_Scripts/PlayerController.cs deleted file mode 100644 index 4860050ab..000000000 --- a/MMO_Demo/Assets/_Scripts/PlayerController.cs +++ /dev/null @@ -1,137 +0,0 @@ -using UnityEngine; -using System.Collections; - -public delegate void MyJumpDelegate (); - -public class PlayerController : MonoBehaviour -{ - public Rigidbody target; - public float speed = 1.0f; - public float walkSpeedDownscale = 2.0f; - public float turnSpeed = 2.0f; - public float mouseTurnSpeed = 0.3f; - public float jumpSpeed = 1.0f; - public LayerMask groundLayers = -1; - public float groundedCheckOffset = 0.7f; - public bool showGizmos = true; - public bool requireLock = true; - public bool controlLock = false; - public MyJumpDelegate onJump = null; - private const float inputThreshold = 0.01f; - private const float groundDrag = 5.0f; - private const float directionalJumpFactor = 0.7f; - private const float groundedDistance = 0.5f; - private bool grounded; - private bool walking; - - void Start () - { - if (target == null) - target = GetComponent (); - if (target == null) - { - Debug.LogError ("变量target未赋值"); - enabled = false; - return; - } - target.freezeRotation = true; - walking = false; - } - - void Update () - { - float rotationAmount; - - if (Input.GetMouseButton (1) && (!requireLock || controlLock || Cursor.lockState == CursorLockMode.Locked)) - { - if (controlLock) - Cursor.lockState = CursorLockMode.Locked; - - rotationAmount = Input.GetAxis ("Mouse X") * mouseTurnSpeed * Time.deltaTime; - } - else - { - if (controlLock) - Cursor.lockState = CursorLockMode.None; - - rotationAmount = Input.GetAxis ("Horizontal") * turnSpeed * Time.deltaTime; - } - target.transform.RotateAround(target.transform.up, rotationAmount); - - if (Input.GetButtonDown ("ToggleWalk")) - walking = !walking; - } - - float SidestepAxisInput - { - get - { - if (Input.GetMouseButton (1)) - { - float sidestep = Input.GetAxis ("Sidestep"), horizontal = Input.GetAxis ("Horizontal"); - return Mathf.Abs (sidestep) > Mathf.Abs (horizontal) ? sidestep : horizontal; - } - else - return Input.GetAxis ("Sidestep"); - } - } - - public bool Grounded - { - get { return grounded; } - } - - void FixedUpdate () - { - grounded = Physics.Raycast ( - target.transform.position + target.transform.up * -groundedCheckOffset, - target.transform.up * -1, - groundedDistance, - groundLayers - ); - - if (grounded) - { - target.drag = groundDrag; - if (Input.GetButton ("Jump")) - { - target.AddForce ( - jumpSpeed * target.transform.up + - target.velocity.normalized * directionalJumpFactor, - ForceMode.VelocityChange - ); - if (onJump != null) - onJump (); - } - else - { - Vector3 movement = Input.GetAxis ("Vertical") * target.transform.forward + - SidestepAxisInput * target.transform.right; - float appliedSpeed = walking ? speed / walkSpeedDownscale : speed; - - if (Input.GetAxis ("Vertical") < 0.0f) - appliedSpeed /= walkSpeedDownscale; - - if (movement.magnitude > inputThreshold) - target.AddForce (movement.normalized * appliedSpeed, ForceMode.VelocityChange); - else - { - target.velocity = new Vector3 (0.0f, target.velocity.y, 0.0f); - return; - } - } - } - else - target.drag = 0.0f; - } - - void OnDrawGizmos () - { - if (!showGizmos || target == null) - return; - Gizmos.color = grounded ? Color.blue : Color.red; - Vector3 p = target.transform.position; - Vector3 a = p + target.transform.up * -groundedCheckOffset; - Gizmos.DrawLine(a, a + target.transform.up * -groundedDistance); - } -} diff --git a/MMO_Demo/Assets/_Scripts/PlayerController.cs.meta b/MMO_Demo/Assets/_Scripts/PlayerController.cs.meta deleted file mode 100644 index b4ea0a191..000000000 --- a/MMO_Demo/Assets/_Scripts/PlayerController.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 372ab8ddba3521a48bf86890c38d1241 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/MyMMO-csharp.sln b/MMO_Demo/MyMMO-csharp.sln deleted file mode 100644 index 8de10fcbc..000000000 --- a/MMO_Demo/MyMMO-csharp.sln +++ /dev/null @@ -1,45 +0,0 @@ -Microsoft Visual Studio Solution File, Format Version 11.00 -# Visual Studio 2008 - -Project("{CBDDC4A6-EA28-E16C-9B45-F5F836465B4C}") = "MyMMO", "Assembly-CSharp-vs.csproj", "{6B571DF2-7731-180F-E628-45E37C0A3420}" -EndProject -Project("{CBDDC4A6-EA28-E16C-9B45-F5F836465B4C}") = "MyMMO", "Assembly-CSharp-Editor-vs.csproj", "{64EDCBAE-7017-73F4-7078-3A3C29921F75}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {6B571DF2-7731-180F-E628-45E37C0A3420}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Debug|Any CPU.Build.0 = Debug|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Release|Any CPU.ActiveCfg = Release|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Release|Any CPU.Build.0 = Release|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Debug|Any CPU.Build.0 = Debug|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Release|Any CPU.ActiveCfg = Release|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection - GlobalSection(MonoDevelopProperties) = preSolution - StartupItem = Assembly-CSharp.csproj - Policies = $0 - $0.TextStylePolicy = $1 - $1.inheritsSet = null - $1.scope = text/x-csharp - $0.CSharpFormattingPolicy = $2 - $2.inheritsSet = Mono - $2.inheritsScope = text/x-csharp - $2.scope = text/x-csharp - $0.TextStylePolicy = $3 - $3.FileWidth = 120 - $3.TabWidth = 4 - $3.EolMarker = Unix - $3.inheritsSet = Mono - $3.inheritsScope = text/plain - $3.scope = text/plain - EndGlobalSection - -EndGlobal diff --git a/MMO_Demo/MyMMO.sln b/MMO_Demo/MyMMO.sln deleted file mode 100644 index e965042c8..000000000 --- a/MMO_Demo/MyMMO.sln +++ /dev/null @@ -1,45 +0,0 @@ -Microsoft Visual Studio Solution File, Format Version 11.00 -# Visual Studio 2008 - -Project("{CBDDC4A6-EA28-E16C-9B45-F5F836465B4C}") = "MyMMO", "Assembly-CSharp.csproj", "{6B571DF2-7731-180F-E628-45E37C0A3420}" -EndProject -Project("{CBDDC4A6-EA28-E16C-9B45-F5F836465B4C}") = "MyMMO", "Assembly-CSharp-Editor.csproj", "{64EDCBAE-7017-73F4-7078-3A3C29921F75}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {6B571DF2-7731-180F-E628-45E37C0A3420}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Debug|Any CPU.Build.0 = Debug|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Release|Any CPU.ActiveCfg = Release|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Release|Any CPU.Build.0 = Release|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Debug|Any CPU.Build.0 = Debug|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Release|Any CPU.ActiveCfg = Release|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection - GlobalSection(MonoDevelopProperties) = preSolution - StartupItem = Assembly-CSharp.csproj - Policies = $0 - $0.TextStylePolicy = $1 - $1.inheritsSet = null - $1.scope = text/x-csharp - $0.CSharpFormattingPolicy = $2 - $2.inheritsSet = Mono - $2.inheritsScope = text/x-csharp - $2.scope = text/x-csharp - $0.TextStylePolicy = $3 - $3.FileWidth = 120 - $3.TabWidth = 4 - $3.EolMarker = Unix - $3.inheritsSet = Mono - $3.inheritsScope = text/plain - $3.scope = text/plain - EndGlobalSection - -EndGlobal diff --git a/MMO_Demo/Previews/preview1.png b/MMO_Demo/Previews/preview1.png deleted file mode 100644 index d830b7fb5..000000000 Binary files a/MMO_Demo/Previews/preview1.png and /dev/null differ diff --git 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a/MMO_Demo/ProjectSettings/TimeManager.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/UnityConnectSettings.asset b/MMO_Demo/ProjectSettings/UnityConnectSettings.asset deleted file mode 100644 index 998882e8b..000000000 Binary files a/MMO_Demo/ProjectSettings/UnityConnectSettings.asset and /dev/null differ diff --git a/MMO_Demo/README.md b/MMO_Demo/README.md deleted file mode 100644 index aa359be64..000000000 --- a/MMO_Demo/README.md +++ /dev/null @@ -1,6 +0,0 @@ -## 一个简单的MMO游戏 - -### 游戏预览 -> ![](./Previews/preview1.png) -> ![](./Previews/preview2.png) -> ![](./Previews/preview3.png) diff --git a/MMO_Demo/UnityPackageManager/manifest.json b/MMO_Demo/UnityPackageManager/manifest.json deleted file mode 100644 index 526aca605..000000000 --- a/MMO_Demo/UnityPackageManager/manifest.json +++ /dev/null @@ -1,4 +0,0 @@ -{ - "dependencies": { - } -} diff --git a/MacanimSystem/Blend Shape/README.md b/MacanimSystem/Blend Shape/README.md new file mode 100644 index 000000000..c0381e483 --- /dev/null +++ b/MacanimSystem/Blend Shape/README.md @@ -0,0 +1,5 @@ +## Blend Shape资料收集 +* [Unity学习笔记(二):面部表情动画](https://zhuanlan.zhihu.com/p/36804763) +* [BlendShapes](https://www.jianshu.com/p/b8c1210dd12e) +* [Unity 工具类 之 BlendShape 捏脸的实现](https://blog.csdn.net/u014361280/article/details/103929611) +* [Unity3D Blend Shape简析](https://www.jianshu.com/p/4ae6662a40df) \ No newline at end of file diff --git a/MacanimSystem/README.md b/MacanimSystem/README.md index 38543052f..db2a9311e 100644 --- a/MacanimSystem/README.md +++ b/MacanimSystem/README.md @@ -3,3 +3,19 @@ * [Macanim动画系统基础](./Macanim_Training) * [MecanimGDC2013高级新特性](./MecanimGDC2013) * [Unity的动画图和人形动画初探](https://mp.weixin.qq.com/s/7jHR-AmgNSQbQfq94xDRHA) +* [游戏动画技术总结](https://zhuanlan.zhihu.com/p/340313373) +* [Unity动画系统全解](https://mp.weixin.qq.com/mp/appmsgalbum?__biz=MjM5Mzg2Nzg2MQ==&action=getalbum&album_id=1405002593331691525&scene=173&from_msgid=2456961954&from_itemidx=1&count=3#wechat_redirect) +* [Unity动画状态机Animator使用](https://blog.csdn.net/linxinfa/article/details/94392971) +* [[干货笔记/长文]Unity动画系统!](https://mp.weixin.qq.com/s/XhQk0oqYG4OP6m7V2vWg2Q) +* [学习笔记---3dMax动画系统(基础入门篇)](https://zhuanlan.zhihu.com/p/76529448) +* [当3dMax遇上Unity3d---模型导入的前后你需要注意的地方](https://zhuanlan.zhihu.com/p/56413668) +* [3D动画概述暨骨骼动画实现](https://blog.csdn.net/fyfcauc/article/details/78850379) +* [MotionMatching](https://github.com/nashnie/MotionMatching) +* [UE4/UE5 动画的原理和性能优化](https://mp.weixin.qq.com/s/pesA4Wp7ktimspaOZhnrmw) + +### Blend Shape资料收集 +* [Blend Shape资料收集](./Blend%20Shape) + +### FBX资料收集 +* [FBX SDK 之模型分离与解析(Python/C++)](https://zhuanlan.zhihu.com/p/460279498) +* [基于FBX SDK的FBX模型解析与加载 -(一)](https://blog.csdn.net/bugrunner/article/details/7210511) diff --git a/NetWorkAndResources/README.md b/NetWorkAndResources/README.md index f66ad4cc3..606c2b2ff 100644 --- a/NetWorkAndResources/README.md +++ b/NetWorkAndResources/README.md @@ -22,4 +22,24 @@ >* [帧同步游戏开发小结](https://www.cnblogs.com/xiaohutu/p/12402399.html) >* [protobuf-net使用教程](https://www.cnblogs.com/sifenkesi/p/4045392.html) >* [使用C#进行二进制序列化与反序列化](https://blog.csdn.net/sinat_34791632/article/details/79722525) +>* [Unity 网络连接数量限制](https://networm.me/2017/01/15/unity-connection-limit/) +>* [为 Unity 设置数据库 (SQLite)](https://stackoverflow.com/questions/50753569/setup-database-sqlite-for-unity) +>* [Unity工具—Mono.Data.Sqlite 使用](https://zhuanlan.zhihu.com/p/112232175) +>* [Ftp实现文件同步](https://www.cnblogs.com/huhangfei/p/4989176.html) +>* [Unity实现断点续传下载功能](https://www.blinkedu.cn/index.php/2021/08/19/unity%e5%ae%9e%e7%8e%b0%e6%96%ad%e7%82%b9%e7%bb%ad%e4%bc%a0%e4%b8%8b%e8%bd%bd%e5%8a%9f%e8%83%bd/) +>* [Unity从流中读取各种类型的数据和写入数据(利用MemoryStream关于内存数据的读写)](https://blog.csdn.net/qq_36274965/article/details/80181160) +>* [Unity使用UnityWebRequest上传文件到服务器的简单实现流程](https://blog.csdn.net/qq_17367039/article/details/107027470) +>* [Sending a form to an HTTP server (POST)](https://docs.unity3d.com/2019.4/Documentation/Manual/UnityWebRequest-SendingForm.html) +>* [[python]初探socket](https://www.233tw.com/unity/57149) +>* [Unity3D使用Socket.IO](http://www.luohanjie.com/2019-07-25/socket-io-for-unity3d.html) +>* [《Exploring in UE4》Unreal回放系统剖析](https://mp.weixin.qq.com/s/k0dPE3_2DTUolcaPPAlKpA) +>* [一文搞懂select、poll和epoll区别](https://zhuanlan.zhihu.com/p/272891398) +>* [「Linux」——select和epoll详解](https://zhuanlan.zhihu.com/p/179071801) +>* [linker-.NET8、p2p打洞(tcp+udp),和异地组网](https://github.com/snltty/linker) +### FlatBffers +>* [深入浅出FlatBuffers原理](https://zhuanlan.zhihu.com/p/391109273) +>* [数据序列化组件PB与FB对比](https://juzii.gitee.io/2020/03/02/protobuf-vs-flatbuffer/) + +### CSV +>* [csv - Fast C# CSV parser](https://github.com/nreco/csv) diff --git a/OpenSourceGame/README.md b/OpenSourceGame/README.md new file mode 100644 index 000000000..a45a5526d --- /dev/null +++ b/OpenSourceGame/README.md @@ -0,0 +1,57 @@ +# 收集一些不错的开源游戏项目 +* [A recreation of the classic RTS game Starcraft by Blizzard, on Unity3D](https://github.com/coconauts/startcraft-unity3d) +* [基于ET框架致敬LOL的Moba游戏](https://gitee.com/NKG_admin/NKGMobaBasedOnET) +* [金庸群侠传3D重制版](https://github.com/jynew/jynew) +* [Darkest Dungeon port in Unity](https://github.com/Reinisch/Darkest-Dungeon-Unity) +* [Stride Game Engine (formerly Xenko)](https://github.com/stride3d/stride) +* [基于Unity开源框架GameFramewrk实现的一款塔防游戏Demo](https://github.com/DrFlower/TowerDefense-GameFramework-Demo) +* [金融群侠传复刻版](https://github.com/ZhanruiLiang/jinyong-legend) +* [UnityMMO](https://github.com/liuhaopen/UnityMMO) +* [SkynetMMO](https://github.com/liuhaopen/SkynetMMO) +* [球球大作战,前端分h5、u3d版,后端skynet](https://github.com/YKPublicGame/ball) +* [TransitSimulator](https://github.com/DavidMcLaughlin208/TransitSimulator) +* [UnityRoyale-Public](https://github.com/ciro-unity/UnityRoyale-Public) +* [Unity制作的联机赛车游戏](https://github.com/TastSong/CrazyCar) +* [unity-shooting-tutorial](https://github.com/baba-s/unity-shooting-tutorial) +* [PokemonUnity](https://github.com/PokemonUnity/PokemonUnity) +* [在 Unity3D 上重现暴雪的经典 RTS 游戏星际争霸](https://github.com/coconauts/startcraft-unity3d) +* [3D Chess Game made in Unity](https://github.com/SacuL/3D-Chess-Unity) +* [OpenCoreMMO](https://github.com/caioavidal/OpenCoreMMO) +* [Match 3 game template](https://github.com/ChebanovDD/MatchSweets) +* [Unity制作的联机赛车游戏](https://github.com/TastSong/CrazyCar) +* [Minesweeper game is made by Unity](https://github.com/Markmax2304/MineSweeper) +* [Third-person Action Roguelike made in Unreal Engine C++](https://github.com/tomlooman/ActionRoguelike) +* [A community-driven touchscreen music game](https://github.com/Cytoid/Cytoid) +* [FontainebleauDemo](https://github.com/Unity-Technologies/FontainebleauDemo) +* [用Unity做的一个类Moba游戏Demo](https://github.com/swordjoinmagic/MoBaDemo) +* [HoneySelect](https://github.com/xoyojank/HoneySelect) +* [A 6 pack Solitaire game in Unity](https://github.com/Nichathan-Gaming/Nichathans-Solitaire-Pack) +* [多人FPS演示,该演示集成了许多现代网络代码技术以提高游戏质量](https://github.com/Yinmany/NetCode-FPS) +* [CryEngine Shooting Template with first and third person views](https://github.com/Battledrake/CryShooter) +* [A moba phone game using unity](https://github.com/exmex/UnityMoba) +* [2DMMORPG](https://github.com/HeroJho/2DMMORPG) +* [daggerfall-unity](https://github.com/Interkarma/daggerfall-unity) +* [NineChronicles](https://github.com/planetarium/NineChronicles) +* [MinecraftECS](https://github.com/UnityTechnologies/MinecraftECS) +* [UnityTutorials-RTS](https://github.com/MinaPecheux/UnityTutorials-RTS) +* [ECS-Network-Racing-Sample](https://github.com/Unity-Technologies/ECS-Network-Racing-Sample) +* [[Unity] 明日方舟复刻源码 (不含资源)](https://github.com/Saukiya/Arknights) +* [UnityMoba-A moba phone game using unity](https://github.com/exmex/UnityMoba) +* [Legends-Of-Heroes](https://github.com/FlameskyDexive/Legends-Of-Heroes) +* [mir2 - Legend of Mir 2 - Official Public Crystal Source](https://github.com/Suprcode/mir2) +* [UnityMultiplayerARPG_MMO](https://github.com/insthync/UnityMultiplayerARPG_MMO) +* [Unity-TheWorldBeyond](https://github.com/oculus-samples/Unity-TheWorldBeyond) +* [ViZDoom](https://github.com/Farama-Foundation/ViZDoom) +* [Darklings-FightingGame](https://github.com/kidagine/Darklings-FightingGame) +* [Etherboy](https://github.com/loomnetwork/Etherboy) +* [Barotrauma-About +A 2D online multiplayer game taking place in a submarine travelling through the icy depths of Jupiter's moon Europa](https://github.com/Regalis11/Barotrauma) +* [DelayNoMoreUnity](https://github.com/genxium/DelayNoMoreUnity) +* [FishMMO - FishNetworking MMO Template](https://github.com/jimdroberts/FishMMO) +* [MOBA_CSharp_Unity](https://github.com/yasgamesdev/MOBA_CSharp_Unity) +* [wipeout-rewrite](https://github.com/phoboslab/wipeout-rewrite) +* [DungeonShooting - 一款由Godot开发的地牢射击游戏](https://github.com/xlljc/DungeonShooting) +* [CityBuilder3D - It is a 3D city builder game rendered in opengl implemented in c++](https://github.com/TamasPetii/CityBuilder3D) +* [Thrive - The main repository for the development of the evolution game Thrive](https://github.com/Revolutionary-Games/Thrive) +* [laya3.x引擎 + nodejs 开发的网络麻将](https://github.com/liumengniu/majiang) +* [laya3.x引擎 + nodejs 开发的网络麻将(服务端)](https://github.com/liumengniu/majiang-server) diff --git "a/OverCallControl/MMO\346\236\266\346\236\204.png" "b/OverCallControl/MMO\346\236\266\346\236\204.png" new file mode 100644 index 000000000..ee34794eb Binary files /dev/null and "b/OverCallControl/MMO\346\236\266\346\236\204.png" differ diff --git a/OverCallControl/Mobilephone_division/README.md b/OverCallControl/Mobilephone_division/README.md new file mode 100644 index 000000000..f59fdf366 --- /dev/null +++ b/OverCallControl/Mobilephone_division/README.md @@ -0,0 +1,4 @@ +### 手机设备定档与划分 + +* [Android打分代码与策略](安卓打分.txt) +* [MobileHelper](https://github.com/XINCGer/ColaFrameWork/blob/master/Assets/Plugins/Foundation/MobileHelper.cs) diff --git "a/OverCallControl/Mobilephone_division/\345\256\211\345\215\223\346\211\223\345\210\206.txt" "b/OverCallControl/Mobilephone_division/\345\256\211\345\215\223\346\211\223\345\210\206.txt" new file mode 100644 index 000000000..97b2ed69d --- /dev/null +++ "b/OverCallControl/Mobilephone_division/\345\256\211\345\215\223\346\211\223\345\210\206.txt" @@ -0,0 +1,63 @@ +打分几路 +mate20: +deviceName:HWLYA total: 29.202473958333 average:5.8404947916667 gMemScore:2.0,memScore:14.869140625 gShdrScore:2.0 procCScore:6.0 procFScore:4.3333333333333 + XLua.StaticLuaCallbacks:Print(IntPtr) + +三星 galaxy s6 +deviceName:zenltechn total: 19.65625 average:3.93125 gMemScore:1.0,memScore:7.15625 gShdrScore:2.0 procCScore:6.0 procFScore:3.5 + +华为 nexus 6p +deviceName:angler total: 17.058463541667 average:3.4116927083333 gMemScore:1.0,memScore:5.466796875 gShdrScore:2.0 procCScore:6.0 procFScore:2.5916666666667 + +华为荣耀7 +deviceName:HWBND-H total: 20.335104166667 average:4.0670208333333 gMemScore:1.0,memScore:7.3984375 gShdrScore:2.0 procCScore:6.0 procFScore:3.9366666666667 + +vivo x7 +deviceName:PD1602 total: 18.32328125 average:3.66465625 gMemScore:1.0,memScore:6.98828125 gShdrScore:2.0 procCScore:6.0 procFScore:2.335 + +function ApplicationMediator:getGameQualityId() + local deviceName= he.MetaInfo:getDeviceName() + local average= 0 + local gMemScore=0 + local resultId = HIGH_QUALITY_ID + if __ANDROID then + local gMem = SystemInfo.graphicsMemorySize; + local gShdr = SystemInfo.graphicsShaderLevel; + local mem = SystemInfo.systemMemorySize; + local procC = SystemInfo.processorCount; + local procF = SystemInfo.processorFrequency; + + + gMemScore = gMem / 1024 * graphicsMemoryWeight * multiThreadWeight; + local memScore = mem / 512 * memoryWeight; + local gShdrScore = gShdr / 25 * graphicsShaderWeight; + local procCScore = procC * 0.75 * processorCoreWeight; + local procFScore = procF / 600 * processorFrequencyWeight; + + local total = gMemScore + memScore + gShdrScore + procCScore + procFScore; + average = total / 5; + + log.i("deviceName:%s total: %s average:%s gMemScore:%s,memScore:%s gShdrScore:%s procCScore:%s procFScore:%s", + deviceName, + total, + average, + gMemScore, + memScore, + gShdrScore, + procCScore, + procFScore) + end + + local conf= ConfigManager:getInstance():getDeviceQuality(deviceName) + if conf then + --local qualitySet= ConfigManager:getInstance():getQuality(conf.quality) + resultId=conf.quality + else + if average>0 and average< 4 then + resultId= LOW_QUALITY_ID + elseif gMemScore>0 and gMemScore<1.1 then + resultId= LOW_QUALITY_ID + end + end + return resultId + end \ No newline at end of file diff --git a/OverCallControl/README.md b/OverCallControl/README.md index 8158e4ac4..89531a0b0 100644 --- a/OverCallControl/README.md +++ b/OverCallControl/README.md @@ -6,3 +6,25 @@ >* [Unity制作人专场 | 闪耀暖暖从2D到3D的创作与进化之路](https://mp.weixin.qq.com/s/LGGvnlEP9SaAOizay66ttQ) >* [凉鞋:我所理解的框架 【Unity 游戏框架搭建】](https://www.cnblogs.com/liangxiegame/p/12557515.html) >* [游戏开发中常见的五个“坑”,你都趟过吗?](https://mp.weixin.qq.com/s/6_D8g_yHndnUKv5rGyYp6A) +>* [《软件设计的哲学》中文翻译](http://gdut_yy.gitee.io/doc-aposd/) +>* [为什么项目开发永远缺乏合理的时间?](https://www.cnblogs.com/wlzcool/p/14142005.html) +>* [MMO架构](./MMO架构.png) +>* [软件版本命名规范](https://www.cnblogs.com/7code/p/14206269.html) +>* [如何设计渲染等级](https://answer.uwa4d.com/question/5acc208b425802635474fc7d) +>* [一个角色最终呈现在引擎里,美术制作上的思考以及注意事项](https://mp.weixin.qq.com/s/pql5axto8gxSgYd4Y-GJYQ) +>* [Naming cheatsheet命名规则最佳实践](https://github.com/kettanaito/naming-cheatsheet) +>* [手机设备定档与划分](./Mobilephone_division) +>* [如何搭建一支拖垮公司的技术团队?](https://mp.weixin.qq.com/s/e_so3ESiTdhC-73qE79Xrg) +>* [一个技术总监的忠告:你精通那么多技术,为何还是做不好一个项目?](https://www.cnblogs.com/siyuanwai/p/14652810.html) +>* [我,管理100多人技术团队的二三事](https://www.cnblogs.com/siyuanwai/p/14738726.html) +>* [技术管理之新晋总监生存指南](https://www.cnblogs.com/yexiaochai/p/14805941.html) +>* [新晋总监生存指南二——建立指标](https://www.cnblogs.com/yexiaochai/p/14819888.html) +>* [新晋总监生存指南三——OKR,先进的管理工具](https://www.cnblogs.com/yexiaochai/p/14829246.html) +>* [新晋总监生存指南四——项目执行指南,如何挽救混乱的项目](https://www.cnblogs.com/yexiaochai/p/14839111.html) +>* [新晋总监生存指南五——人才运营机制,技术团队如何解决造血能力](https://www.cnblogs.com/yexiaochai/p/14843274.html) +>* [新晋总监生存指南终章——构建技术团队信息通道](https://www.cnblogs.com/yexiaochai/p/14863325.html) +>* [技术管理进阶——技术总监的第一要务](https://www.cnblogs.com/yexiaochai/p/14915151.html) +>* [【开发日志】《鬼山之下》前 100 个小时的制作思路分享(一)打算如何做?为什么要做?](https://mp.weixin.qq.com/s/nwtfn9GPH_OhDxAOHUJnDQ) +>* [对开发人员有用的定律、理论、原则和模式](https://github.com/nusr/hacker-laws-zh) +>* [游戏项目性能优化团队的建设方案和常规流程](https://zhuanlan.zhihu.com/p/603986997) +>* [基于团队的持续优化之道](https://zhuanlan.zhihu.com/p/36930662) diff --git a/PacMan/Assets/Resources.meta b/PacMan/Assets/Resources.meta deleted file mode 100644 index 94f3e63c1..000000000 --- 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file mode 100644 index e6cd1f978..000000000 --- a/PacMan/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 2017.3.0f3 diff --git a/PacMan/ProjectSettings/QualitySettings.asset b/PacMan/ProjectSettings/QualitySettings.asset deleted file mode 100644 index 3b545db6f..000000000 Binary files a/PacMan/ProjectSettings/QualitySettings.asset and /dev/null differ diff --git a/PacMan/ProjectSettings/TagManager.asset b/PacMan/ProjectSettings/TagManager.asset deleted file mode 100644 index e23e4e137..000000000 Binary files a/PacMan/ProjectSettings/TagManager.asset and /dev/null differ diff --git a/PacMan/ProjectSettings/TimeManager.asset b/PacMan/ProjectSettings/TimeManager.asset deleted file mode 100644 index 3327a2451..000000000 Binary files a/PacMan/ProjectSettings/TimeManager.asset and /dev/null differ diff --git a/PacMan/ProjectSettings/UnityConnectSettings.asset b/PacMan/ProjectSettings/UnityConnectSettings.asset deleted file mode 100644 index d6435dc3e..000000000 Binary files a/PacMan/ProjectSettings/UnityConnectSettings.asset and /dev/null differ diff --git a/PacMan/README.md b/PacMan/README.md deleted file mode 100644 index f00343a5e..000000000 --- a/PacMan/README.md +++ /dev/null @@ -1,4 +0,0 @@ -## 仿写FC上的吃豆人 ---- -### 开发环境 -* Unity2017.3.0 + vs2017   diff --git a/PacMan/UnityPackageManager/manifest.json b/PacMan/UnityPackageManager/manifest.json deleted file mode 100644 index 526aca605..000000000 --- a/PacMan/UnityPackageManager/manifest.json +++ /dev/null @@ -1,4 +0,0 @@ -{ - "dependencies": { - } -} diff --git a/PerformanceOptimization/AnimOptimization.md b/PerformanceOptimization/AnimOptimization.md new file mode 100644 index 000000000..b18d038d8 --- /dev/null +++ b/PerformanceOptimization/AnimOptimization.md @@ -0,0 +1,10 @@ +## Anim动画压缩优化探究 + +>* [【Unity游戏开发】初探Unity动画优化](https://www.cnblogs.com/msxh/p/14090805.html) +>* [如何降低动画文件的浮点数精度(UWA 王亮)](https://answer.uwa4d.com/question/593955b6c42dc04f4d8f7341) +>* [Unity+模型/动画的优化方案](https://zhuanlan.zhihu.com/p/27378492) +>* [压缩动画精度、剔除Scale曲线工具](https://uwa-public.oss-cn-beijing.aliyuncs.com/answer/attachment/public/100513/1502162694449.cs) +>* [精简动画文件的精度问题2](https://answer.uwa4d.com/question/597b3afd58c8409c0dc7e2ca) +>* [动画数据优化f3的代码需要用到UnityEditor,导致无法打包](https://answer.uwa4d.com/question/5975b249a0553c16647b3ba0/%E5%8A%A8%E7%94%BB%E6%95%B0%E6%8D%AE%E4%BC%98%E5%8C%96f3%E7%9A%84%E4%BB%A3%E7%A0%81%E9%9C%80%E8%A6%81%E7%94%A8%E5%88%B0UnityEditor-%E5%AF%BC%E8%87%B4%E6%97%A0%E6%B3%95%E6%89%93%E5%8C%85) +>* [Unity动画文件优化探究](https://blog.uwa4d.com/archives/Optimization_Animation.html) +>* [Unity AnimationClip极限压缩](https://zhuanlan.zhihu.com/p/40755787) diff --git a/PerformanceOptimization/README.md b/PerformanceOptimization/README.md index bfdd67252..5304bd668 100644 --- a/PerformanceOptimization/README.md +++ b/PerformanceOptimization/README.md @@ -1,10 +1,11 @@ ## 性能优化相关专题 ### 目录 ->* [UWA厚积薄发相关优化专题](./UWA.md) +>* [UWA厚积薄发相关优化专题](https://github.com/XINCGer/Unity3DTraining/blob/master/PerformanceOptimization/UWA.md) +>* [UWA2022技术分享总结](https://zhuanlan.zhihu.com/p/599878127) >* [【Unity游戏开发】性能优化之在真机上开启DeepProfile与踩坑](https://www.cnblogs.com/msxh/p/11749405.html) +>* [About Unity Performance Tuning knowledge book](https://github.com/CyberAgentGameEntertainment/UnityPerformanceTuningBible) >* [移动全平台性能测试分析专家PerfDog性能狗](https://perfdog.qq.com/?ADTAG=media.weixin.wetest.banner1) ->* [Unity 优化之 移动游戏加载性能和内存管理全解析【2017年版】](https://www.jianshu.com/p/5338c59ddcda) >* [UWA发布 | Unity手游体检蓝皮书](https://mp.weixin.qq.com/s/HgNhcjRl3DsUSFUWArJOdA) >* [Profiler 官方使用指南](https://pan.baidu.com/s/1e8_ZD6h8e8bUshw5_rkIvA)提取码:g4xe >* [浅谈Unity中的GC以及优化(密码:123456)](http://www.cnblogs.com/msxh/p/6531725.html) @@ -13,7 +14,6 @@ >* [Unity MMORPG游戏优化经验分享](https://mp.weixin.qq.com/s?__biz=MzU5MjQ1NTEwOA==&mid=2247493814&idx=1&sn=39bcb1b3e6ce275e6e85665e628d0c55&chksm=fe1ddc1dc96a550bc846d83dd51cfe8e3c9be3f16495155a60dbbe3c08f232210a981385cea1&mpshare=1&scene=23&srcid=0704yTg4ItGDKJsQXiAMlRVS#rd) >* [Unity Profiler分析器使用](https://github.com/XINCGer/Unity3DTraining/tree/master/PerformanceOptimization/ProfilerExample) >* [扒一扒Profiler中这几个“占坑鬼”](https://blog.uwa4d.com/archives/presentandsync.html) ->* [C#内存管理解析](http://www.cnblogs.com/yejianyong/p/7396154.html) >* [Android性能优化来龙去脉总结](https://www.cnblogs.com/wetest/p/9153213.html) >* [Unity GUI(uGUI)使用心得与性能总结](https://www.jianshu.com/p/061e67308e5f) >* [深入浅出聊优化:从Draw Calls到GC](https://www.cnblogs.com/murongxiaopifu/p/4284988.html) @@ -35,7 +35,6 @@ >* [利用多进程并行化加速Unity资源构建](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668911709&idx=1&sn=275cba9b5dedaf577d8dc3b0f8bce9e5&chksm=f1c9f02fc6be79396683835692f04da15f55807d685f3811f8431e096b83a006853e7b88aba0&mpshare=1&scene=23&srcid=092757UJQfXuRsPByAsv4H7A#rd) >* [[Unity官方]Unity UI性能优化技巧](https://mp.weixin.qq.com/s/mLd5INIVhkBQvbbXVLmDzw) >* [Some of the best optimization tips for Unity UI](https://unity3d.com/cn/how-to/unity-ui-optimization-tips?_ga=2.154346363.2101800386.1531107495-1345188037.1524659430) ->* [Android中一张图片占据的内存大小是如何计算](https://www.cnblogs.com/dasusu/p/9789389.html) >* [Unity动态网格简化算法](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668912081&idx=1&sn=7e68007b22bd063c18e1bda3e8f458a0&chksm=f1c9f1a3c6be78b54e441567b3bf958871f4a6318a9f3dbb3a6549ae3dc8c8dc23fc703e7d62&mpshare=1&scene=23&srcid=1031mGOlzHsIajNYdEG43gNL#rd) >* [FairyGUI的使用技巧和优化建议](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668912211&idx=1&sn=d501f5d8fc33de578bebba560c204307&chksm=f1c9f221c6be7b3793d378b64bda5e68b84f62448d82eb4e69329274a240b5895ec50a1bff3a&mpshare=1&scene=23&srcid=11081TlWebOqQ5ddGVTyElk7#rd) >* [动态骨骼Dynamic Bone优化](https://mp.weixin.qq.com/s/8exSvCMw_Bx1Ea53WYm94g) @@ -45,10 +44,10 @@ >* [Unity填坑笔记——记一次“内存泄露”的排查](http://www.manew.com/thread-141722-1-1.html) >* [如何使用Android Studio在安卓平台对Unity开发的应用进行性能检查?](https://www.cnblogs.com/murongxiaopifu/p/10605053.html) >* [TX工作室UI优化文档](.//TX工作室UI优化文档.md) ->* [用好Lua+Unity,让性能飞起来](https://blog.uwa4d.com/archives/USparkle_Lua.html) +>* [用好Lua+Unity,让性能飞起来](https://blog.uwa4d.com/archives/USparkle_Lua.html) +>* [用好Lua+Unity,让性能飞起来—LuaJIT性能坑详解](https://blog.csdn.net/uwa4d/article/details/72916830) >* [关于音效背景音乐的音频文件的格式设置请教](https://answer.uwa4d.com/question/5c189a63bf256b207515158b) >* [Unity Profile Analyzer工具介绍](https://mp.weixin.qq.com/s/cApKe8SrJNtkdITW06wZ6g) ->* [渲染优化-从GPU的结构谈起](https://mp.weixin.qq.com/s/-9I3nr5sWHMRVlB-080pNA) >* [Unity性能优化的最佳实践](https://mp.weixin.qq.com/s/v15Q9501Sg6_WWPjwTrXkQ) >* [Unite 2019 | Unity UPR性能报告功能介绍](https://mp.weixin.qq.com/s/9h1Uv90zL90n2Ug_RAP9IQ) >* [2018腾讯移动游戏技术评审标准与实践案例](https://pan.baidu.com/s/1JU9RP-23EQ9hIaVJeAni7A)(提取码:3m4x) @@ -58,20 +57,123 @@ >* [游戏开发:Unity中Lua造成的堆内存泄露问题](https://mp.weixin.qq.com/s/weuQjDcGPUyxZzQZEsNDxg) >* [[转]Lua和Lua JIT及优化指南](https://www.cnblogs.com/zhaoqingqing/p/10397867.html) >* [UnityTips:不要在发布版本中实现OnGUI方法](https://www.cnblogs.com/murongxiaopifu/p/12341204.html) ->* [写给Unity开发者的iOS内存调试指南 0x00 前言](https://www.cnblogs.com/murongxiaopifu/p/12357406.html) >* [不要忽视Managed code stripping的副作用](https://www.cnblogs.com/murongxiaopifu/p/12425817.html) >* [解决Sprite Atlas打包Asset bundles时重复打包的问题](https://www.cnblogs.com/murongxiaopifu/p/12453356.html) >* [如何优化几何、纹理、材料、阴影表现?TA不可不知的4个小技巧](https://mp.weixin.qq.com/s/KSkBCtKvxpt5GCnoYH8Ucg) >* 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Detailed内存中NotSaved/AssetBundles和Other/SerializedFile有什么区别](https://answer.uwa4d.com/question/6040d8bdcfa35d5b536698b4) +>* [AssetBundle-Dependencies](https://gnoph.github.io/unity-dev-notes/2018/01/17/AssetBundle-Dependencies.html) +>* [Assets中的Shader,是否只要开始运行就会直接加进内存](https://answer.uwa4d.com/question/619cce5ed8413e18eb241eb5) +>* [Unity根据设备性能自动修改质量设置Quality](https://github.com/CrazyMaga/QualitySetting) +>* [Unity实时反射相关优化](https://mp.weixin.qq.com/s/fJBJ7uwAy0_F3QbOOFj_EQ) +>* [高级图形调试优化技巧 - XCode篇](https://zhuanlan.zhihu.com/p/98358937) +>* [使用 Xcode 帧调试器](https://docs.unity3d.com/cn/2020.3/Manual/XcodeFrameDebuggerIntegration.html) +>* [Debugging Tools](https://developer.apple.com/documentation/metal/debugging_tools) +>* [Xcode OpenGL ES Tools Overview](https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/ToolsOverview/ToolsOverview.html) +>* [Enabling Frame Capture](https://developer.apple.com/documentation/metal/debugging_tools/enabling_frame_capture) +>* [Unity 特效性能分析工具](https://github.com/sunbrando/ParticleEffectProfiler) +>* [Unity3D游戏GC优化总结---protobuf-net无GC版本优化实践 ](https://www.cnblogs.com/SChivas/p/7898166.html) +>* [ASTC纹理压缩格式介绍](https://mp.weixin.qq.com/s/4Yjg2mm2LwtQS1qE9eGneA) +>* [翻译: 如何使用 Xcode 的内存图调试器检测 iOS 内存泄漏并保留周期](https://blog.csdn.net/zgpeace/article/details/121299611) +>* [iOS性能调优系列:使用Instruments动态分析内存泄漏](https://www.ktanx.com/blog/p/893) +>* [你所需要了解的几种纹理压缩格式原理](https://mp.weixin.qq.com/s/pUbf-JhMIUWWX8OMrbQaLw) +>* [分享一次查找GfxDriver内存暴涨的经历](https://mp.weixin.qq.com/s/sCwBIHmr_SBtseD0u6tWHA) +>* [关于静态批处理/动态批处理/GPU Instancing /SRP Batcher的详细剖析](https://zhuanlan.zhihu.com/p/98642798) +>* [游戏场景剔除之剔除算法综述](https://mp.weixin.qq.com/s/nOtRNHbIKfIDfMy1s9rxTg) +>* [ Output Particle ](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.2/manual/Context-OutputPrimitive.html) +>* [VFX Graph and High-Definition Render Pipeline](https://blog.unity.com/technology/now-available-the-spaceship-demo-project-using-vfx-graph-and-high-definition-render) +>* [Unity网格内存优化](https://mp.weixin.qq.com/s/kUmeLFksQyUwqFlCNPpQeg) +>* [浅析Unity引擎视角下的游戏内存优化](https://zhuanlan.zhihu.com/p/603847226) +>* [【Unity】引擎编译时间优化](https://zhuanlan.zhihu.com/p/601065788) +>* [Unity Shader变体优化与故障排除技巧](https://mp.weixin.qq.com/s/0l6SkXNwuoRzFt9Xg0ZV4A) +>* [Unity大咖作客 | 知乎大V「放牛的星星」,是这么做性能优化的](https://www.bilibili.com/read/cv12145909/) +>* [Unite Shanghai 2024 游戏生态专场 | 《合金弹头:觉醒》框架演化之路](https://mp.weixin.qq.com/s/VBu5s_yGToBuasKH1dvV7w) +>* [解析团结引擎实时全局光照系统技术能力](https://mp.weixin.qq.com/s/gZISRiX6a0a7CKsb4-J0sg) +>* [做10万量级粒子的模拟与渲染需要什么样的技术实现方案?](https://mp.weixin.qq.com/s/erSzGu7Qj-sHM9RcSFzhVg) + +#### 底层原理 +>* [Understanding the managed heap](https://docs.unity3d.com/Manual/BestPracticeUnderstandingPerformanceInUnity4-1.html) +>* [Unity内存管理你应该知道的底层原理](https://mp.weixin.qq.com/s/FQv1oT0eb-xLucEBcD00Bw) +>* [【笔记】Unity内存管理底层黑盒揭秘](https://mp.weixin.qq.com/s/IUK_USRmXInnY1nr2_MRcw) +>* [【GC原理(上)】判断对象存活算法、四种引用、回收方法区](https://mp.weixin.qq.com/s/Mzf9QXNGRLP0otfdG3mBSQ) +>* [【GC原理(下)】:4种垃圾收集算法及7种垃圾收集器](https://mp.weixin.qq.com/s/Zf9o5PtMvUKntTi9cTyFSg) +>* [Unity 技术开放日 | 绝对干货 - 引擎源码及渲染管线在《航海王热血航线》项目中的深度定制](https://zhuanlan.zhihu.com/p/400238538) +>* [引擎源码及渲染管线在《航海王热血航线》项目中的深度定制](https://open.163.com/newview/movie/free?pid=RGFHLHLN6&mid=YGFHLHLO1) +>* [Unity 优化之 移动游戏加载性能和内存管理全解析【2017年版】](https://www.jianshu.com/p/5338c59ddcda) +>* [C#内存管理解析](http://www.cnblogs.com/yejianyong/p/7396154.html) +>* [Android中一张图片占据的内存大小是如何计算](https://www.cnblogs.com/dasusu/p/9789389.html) +>* [渲染优化-从GPU的结构谈起](https://mp.weixin.qq.com/s/-9I3nr5sWHMRVlB-080pNA) >* [浅谈Unity内存管理(视频版)](https://www.bilibili.com/video/av79798486/) >* [浅谈 Unity 内存管理(文字版)](https://www.notion.so/Unity-f79bb1d4ccfc483fbd8f8eb859ae55fe) >* [iOS Memory 内存详解](https://mp.weixin.qq.com/s/YpJa3LeTFz9UFOUcs5Bitg) +>* [iOS app内存分析套路](https://www.cnblogs.com/bigfeng/p/6178301.html) +>* [iOS内存监测原理文章](https://github.com/wzpziyi1/MemoryDetector) +>* [Unity游戏内存分布概览](https://mp.weixin.qq.com/s/sRHS5n8bXu4H-nRPgYqmmA) +>* [关于iOS 性能优化梳理、内存泄露、卡顿、网络、GPU、电量、 App 包体积瘦身、启动速度优化等、Instruments 高级技巧、常见的优化技能](https://github.com/skyming/iOS-Performance-Optimization) +>* [写给Unity开发者的iOS内存调试指南 0x00 前言](https://www.cnblogs.com/murongxiaopifu/p/12357406.html) +>* [Android 内存优化的总结方案](https://zhuanlan.zhihu.com/p/538929141) +>* [Android内存分布和优化](https://www.cnblogs.com/sevenyuan/p/13305420.html) +>* [iOS内存深入研究](https://www.jianshu.com/p/d4dfab95368d) +>* [Xcode的vmmap、VM_Tracker和Allocations的调研笔记](https://zhuanlan.zhihu.com/p/379615733) +>* [UE4/UE5 动画的原理和性能优化](https://mp.weixin.qq.com/s/pesA4Wp7ktimspaOZhnrmw) +>* [浅谈Unity纹理串流系统Mipmap Streaming System](https://mp.weixin.qq.com/s/ES7kMAXJlYwj-SIC_yUAjQ) +>* [线程信号量导致的Unity退出卡死](https://zhuanlan.zhihu.com/p/675216512) #### ShaderVariant * [ShaderVariantCollector](https://github.com/lujian101/ShaderVariantCollector) 一种Shader变体收集和打包编译优化的思路 * https://github.com/networm/ShaderVariantCollectionExporter +#### RenderDoc使用 +* [Renderdoc快速入门](https://zhuanlan.zhihu.com/p/404576672) +* [GPU分析工具RenderDoc使用](https://zhuanlan.zhihu.com/p/80704313) +* [RenderDoc使用详解](https://zhuanlan.zhihu.com/p/568990608) + ### 零散知识点总结 * 以下是Unity官方直播中的性能优化点总结: (1)新版本的asset pipeline2 采用database的存取资源,英文简称 LMDB diff --git a/PerformanceOptimization/UWA.md b/PerformanceOptimization/UWA.md index a5b3c090a..76d2f7a60 100644 --- a/PerformanceOptimization/UWA.md +++ b/PerformanceOptimization/UWA.md @@ -85,3 +85,243 @@ >* [【厚积薄发】Instruments如何看Mono内存分配](https://mp.weixin.qq.com/s/5wynMyqS0pZc8EaPh5qqiw) >* [【厚积薄发】Packages目录下Shader打包疑问](https://mp.weixin.qq.com/s/WX_AMyq7QJ6CF8U72C_WlQ) >* [【厚积薄发】MMORPG手游合理的性能参数](https://mp.weixin.qq.com/s/nObKweD7inpoSch9DKu9YQ) +>* [【厚积薄发】运用Post Processing导致帧率明显下降](https://mp.weixin.qq.com/s/sCgrrRXlYzXOPC1fKCX7UA) +>* 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[材质优化:如何正确处理纹理和材质的关系](https://mp.weixin.qq.com/s/ha1m8Gv-lPyXQ5pFKIrKVA) +>* [【厚积薄发】关于Camera.activeTexture和Camera.targetTexture的疑问](https://mp.weixin.qq.com/s/UBnbljMQGGoZSVj1YHN8uw) +>* [Unity3D研究院之动态分辨率降低渲染开销](http://www.xuanyusong.com/archives/4693) +>* [动画优化:关于AnimationClip的三两事](https://mp.weixin.qq.com/s/MC5kIxoTHnuCHoWbUHNGzA) +>* [【厚积薄发】如何通过Timeline的形式实现技能编辑器](https://mp.weixin.qq.com/s/Acmv2UQvoLxWG1s0TJd9qA) +>* [粒子系统优化:Mesh模式下的优化策略](https://mp.weixin.qq.com/s/75Ryl6YoLPTukJj3LqIl-Q) +>* [【厚积薄发】带BlendShape表情的动作文件播放异常](https://mp.weixin.qq.com/s/m-RKuzhmI57r41yuQGj4nw) +>* [Prefab优化:向预制体打出最有效的组合拳](https://mp.weixin.qq.com/s/l6l3zCj4tz8fauH3Ngy41g) +>* [【厚积薄发】本地资源检测,特效检测中Overdraw相关问题](https://mp.weixin.qq.com/s/O_y5XYAI6xPoeHw2bwviiA) +>* [【Shader优化】破解变体的“影分身”之术](https://mp.weixin.qq.com/s/oSd4sfEo8JBadTi-YHR3vQ) +>* [【厚积薄发】使用ScriptableObject代替部分配置表的坑点](https://mp.weixin.qq.com/s/Gq8ETXAV_2-RDuzzu_yTRQ) +>* [Prefab优化:预制体中的各种细节选择](https://mp.weixin.qq.com/s/BtGAy0ydw2UaTQ69Mp4Qmw) +>* [特效优化:发现绚丽背后的质朴](https://mp.weixin.qq.com/s/tuK5TAbTw5kBdQF5AEv2tQ) +>* [【厚积薄发】AssetBundle中加载SpriteAtlas图集之后卸载异常](https://mp.weixin.qq.com/s/jo6dEyDSczjsRcv4BQs0Sg) +>* [【厚积薄发】带多个Submeshes模型合并,显示​异常](https://mp.weixin.qq.com/s/dL6tJZqg-HucKMRDMrQyIA) +>* [特效优化2:效果与性能的博弈](https://mp.weixin.qq.com/s/silvYaZmASBFZWfxx8OALg) +>* [2020年度大赏 | UWA问答精选](https://mp.weixin.qq.com/s/tZocrBtwt-9OujvEtCxisw) +>* [场景检测:雾效、Canvas和碰撞体](https://mp.weixin.qq.com/s/mSV_N1ClU7ic8wvq4KrGjQ) +>* [【厚积薄发】URP下与Built-in的Light Color不一致](https://mp.weixin.qq.com/s/N0-KMZpc_FC6NRO7phrCWA) +>* [场景检测:Audio Listener、RigidBody和Prefab连接](https://mp.weixin.qq.com/s/UPjwiqlJltkT9-k2GG1mQA) +>* [【厚积薄发】多个相机分别实现各自屏幕后处理的问题](https://mp.weixin.qq.com/s/GoVwCWq8CmTxYR9SFJawUQ) +>* [场景检测:面片、光影和物理属性](https://mp.weixin.qq.com/s/0YaRW2z70fsBteXVBNmDWQ) +>* [【厚积薄发】DrawInstance和完全不做合批情况下的性能差异](https://mp.weixin.qq.com/s/107amByiqUYjRcGweeJFRA) +>* 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+>* [【厚积薄发】如何选择Unity的4种批处理方式](https://mp.weixin.qq.com/s/wmXMkgxBcXOznihgU69qTA) +>* [【厚积薄发】iOS包ShaderVariantCollection预热慢问题](https://mp.weixin.qq.com/s/kM-b_NtV91WmsnUSBqVklg) +>* [【厚积薄发】如何计算弧线弹道的落地位置](https://mp.weixin.qq.com/s/XCfblEGa9ZJIUH_MvDakfQ) +>* [【厚积薄发】设置DepthBufferBits和设置DepthStencilFormat的区别](https://mp.weixin.qq.com/s/qjbWtImNB6G17TJViPSgXg) +>* [【厚积薄发】WebGL-编译报错,如何定位sendfile报错位置](https://mp.weixin.qq.com/s/h1a7iErFQ-AFh2FiWHLNYw) +>* [【厚积薄发】如何解决部分设备分辨率不适配](https://mp.weixin.qq.com/s/bP5zcxhtuFj3wZCRoYsBWA) +>* [【厚积薄发】PuerTS和HybridCLR哪个更适合开发微信小游戏](https://mp.weixin.qq.com/s/SZxi9_n27QmHjs2i4sryIg) +>* [【厚积薄发】TcpSocket在切后台后如何保活](https://mp.weixin.qq.com/s/o3mHnSQc8czZKh5sWnjHEg) +>* [【厚积薄发】使用Addressables+ SpriteAtlas打包产生冗余](https://mp.weixin.qq.com/s/eJiDGZ-OBv7-jUcKIeY38Q) +>* [【厚积薄发】使用SBP打AssetBundle时脚本引用丢失](https://mp.weixin.qq.com/s/ziTzQQC7RJthKcGjlEQmmw) +>* [【厚积薄发】为什么同一个Camera有两个RenderSingleCamera的耗时](https://mp.weixin.qq.com/s/Oa6I-7EDJUL6dTYvB2v9wQ) +>* 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[【厚积薄发】关于CanvasRenderer.SyncTransform触发调用的机制](https://mp.weixin.qq.com/s/UVLZu5ZO4d11f7gJxcAVEA) +>* [【厚积薄发】在Unity转微信小游戏下,如何用Worker实现多线程](https://mp.weixin.qq.com/s/mkRm33hJGfKOuvCOOWqAlg) +>* [【厚积薄发】InstantiateAsync有什么需要特殊处理的吗](https://mp.weixin.qq.com/s/H_2l6hdrGnPSSWlNs2s6GA?poc_token=HA3KzmejYhTRWpI1eYniDl72GQ6dnVvRF3se0sZC) +>* [【厚积薄发】如何在纹理图集中对其中某个图块单独进行缩放](https://mp.weixin.qq.com/s/Cv9eFQZFa7lhVi2DUxUQfw) +>* [【厚积薄发】小游戏中Enable Exceptions的各选项有何区别](https://mp.weixin.qq.com/s/UPpkw52yCNEXO_L8eLdSMQ) +>* [【厚积薄发】如何在运行时获取硬件信息](https://mp.weixin.qq.com/s/qdlyBGwXR2KLxR7MAyPv-Q) +>* [【厚积薄发】FairyGUI图标文字合批失败的原因](https://mp.weixin.qq.com/s/di5TVmzi83feh4NnZgvVfA) +>* [【厚积薄发】粒子系统开启Noise模块在移动端的消耗如何](https://mp.weixin.qq.com/s/Vmj0di_Sw2avTrp-UZEkzA) +>* [【厚积薄发】如何用GPU Instancing来优化树木草石重复模型](https://mp.weixin.qq.com/s/s-Q117tU8BLsjpwdWvgGvA) +>* [【厚积薄发】URP相机如何将场景渲染定帧模糊绘制](https://mp.weixin.qq.com/s/5dtJ9vc51dOVcpFxfYV_FQ) +>* [【厚积薄发】项目中Warmup耗时高该如何操作处理](https://mp.weixin.qq.com/s/5XovHITSBAPuHViMtMrW0A) +>* [【厚积薄发】怎么实现在微信小游戏接入外部JS传参](https://mp.weixin.qq.com/s/CuTaxTqv5xzzybKx88QEhQ) +>* [【厚积薄发】如何优化微信小游戏在iOS机器上Shader变体预热特别慢的问题](https://mp.weixin.qq.com/s/HeyHU-pK4li3lhE4elhVsA) +>* [【厚积薄发】为什么使用发射Mesh的粒子系统会使Graphics内存暴涨](https://mp.weixin.qq.com/s/y-SPkDxHA4rY9UVXO-HZ9A) +>* [【厚积薄发】微信小游戏出现对应平台不支持纹理格式的问题](https://mp.weixin.qq.com/s/Aog0hO1SsQu0mdGeWaayyQ) +>* [【厚积薄发】将FGUI的Shader全部预热后,WebGL平台没有加载成功](https://mp.weixin.qq.com/s/Iiy0Ifm0mFGD07O-HINeHg) +>* [【厚积薄发】虚拟相机的最佳实践参考是什么](https://mp.weixin.qq.com/s/xgoKcbLRytzVVBxiG0mD5w) +>* [【厚积薄发】Unity中是否可以禁用GC](https://mp.weixin.qq.com/s/IbFDoDJqC9LbjNw0rjIVFg) +>* [【厚积薄发】游戏在高负载场景下,整机功耗控制在多少](https://mp.weixin.qq.com/s/aC1igculAaEbPcR7sJp57Q) +>* [【厚积薄发】iOS框架内存中占用很高的ttc文件是否正常](https://mp.weixin.qq.com/s/nXEsItBnmvoefDEz0NV0eg) +>* [【厚积薄发】为什么Android游戏画面在30帧运行时有抖动现象](https://mp.weixin.qq.com/s/VTQoU4883leK8ubuyI0Zdg) +>* [【厚积薄发】有什么指标可以判断手机是否降频](https://mp.weixin.qq.com/s/3pcGjyj3H2OkeZXz8DPAqw) +>* [【厚积薄发】为何iPad Pro上设置目标帧率为90时无法生效](https://mp.weixin.qq.com/s/r1mR-4S2deoOa50uKv2j2A) +>* [【厚积薄发】如何解决ProtoBuf反序列化中GC高的问题](https://mp.weixin.qq.com/s/_DgLdd4GFI4IchW0FMGRPw) +>* [【厚积薄发】参数GPU Write Total Bandwidth的含义是什么,导致其值过高的因素有哪些](https://mp.weixin.qq.com/s/XMar7DCgQi_A7p1JIOSKCQ) +>* [【厚积薄发】UE是怎么管理纹理的各向异性采样的](https://mp.weixin.qq.com/s/jZUOh-3PjyE0UmSGc_BX0w) +>* [【厚积薄发】如何使Bloom只局部地作用于特效以提高性能](https://mp.weixin.qq.com/s/KaAOs4cVKiC5cWao83CU_Q) +>* [【厚积薄发】.so mmap计算工具内存翻倍现象](https://mp.weixin.qq.com/s/7kDxyvT_5wlkNvXstJJYuQ) +>* [【厚积薄发】UE的粒子系统开销怎么优化](https://mp.weixin.qq.com/s/cv21rKc6o8yncIfvRL2zHw) +>* [【厚积薄发】堆内存对象的Managed Size具体是如何计算的](https://mp.weixin.qq.com/s/_p0T1h0MumAUgTCa3aiw3Q) +>* [【厚积薄发】GPU带宽分析中GPU Non-Base Level Textures过低是什么意思](https://mp.weixin.qq.com/s/fL9IJYkK7dhx5d4ilSA7kw) +>* [【厚积薄发】如何降低Animator的调用次数](https://mp.weixin.qq.com/s/6b1pq6zrKlWzXZRC8Wc01A) +>* [【厚积薄发】小游戏的Spine数量过多开销大](https://mp.weixin.qq.com/s/KkOBXVDt6iYSVLWmmJmiJA) +>* [【厚积薄发】Spine动画更新耗时问题治理](https://mp.weixin.qq.com/s/4YugYNezLXiJkR1Js6Evxg) diff --git "a/PerformanceOptimization/Unity\346\200\247\350\203\275\344\274\230\345\214\226.png" "b/PerformanceOptimization/Unity\346\200\247\350\203\275\344\274\230\345\214\226.png" new file mode 100644 index 000000000..8b5224192 Binary files /dev/null and "b/PerformanceOptimization/Unity\346\200\247\350\203\275\344\274\230\345\214\226.png" differ diff --git a/PhysicsStudy/README.md b/PhysicsStudy/README.md index 2484fbb0e..af9e9f506 100644 --- a/PhysicsStudy/README.md +++ b/PhysicsStudy/README.md @@ -1,2 +1,16 @@ -## Unity3D中的物理研究 +## 游戏中的物理研究 +>* [Unity 实用技巧 - 物理系统初识](https://mp.weixin.qq.com/s/Q6nKlHNOaZr6_tDqJX_tkg) +>* [现代游戏物理引擎研究(1-6)](https://mp.weixin.qq.com/s/AP7zmUDYPwQB4wJnUy-p1w) +>* [Pure C# 3D real time physics simulation library, now with a higher version number](https://github.com/bepu/bepuphysics2) +>* [gpu-physics-unity](https://github.com/jknightdoeswork/gpu-physics-unity) +>* [Randomation-Vehicle-Physics](https://github.com/JustInvoke/Randomation-Vehicle-Physics) +>* [Fluid3D](https://github.com/christopherbatty/Fluid3D) +>* [A simple liquid simulation using MetaBalls](https://github.com/Nesh108/Unity_MetaBalls_Liquids) +>* [Cross-platform deterministic physics simulation in Unity](https://github.com/Kimbatt/unity-deterministic-physics) +>* [[源码]20行代码,Unity中的“神笔马良”](https://mp.weixin.qq.com/s/cAl2UI-7Zxn2XEj7pZ2AJQ) +>* [MathUtilities](https://github.com/zalo/MathUtilities) +>* [A 2D Physics Library for Networked Games](https://github.com/ashoulson/VolatilePhysics) +>* [浮力与流体仿真](https://github.com/Acceyuriko/FluidSimulation) +>* [havok for unity](https://docs.unity3d.com/Packages/com.havok.physics@1.0/manual/index.html) +>* [Ten-Minute-Physics-Unity](https://github.com/Habrador/Ten-Minute-Physics-Unity) diff --git a/ProtoBufDemo/Assets/Plugins.meta b/ProtoBufDemo/Assets/Plugins.meta deleted file mode 100644 index f5b3124cc..000000000 --- a/ProtoBufDemo/Assets/Plugins.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 002b150fe98aca34b8af3982478f1a4a -folderAsset: yes -timeCreated: 1506344953 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll b/ProtoBufDemo/Assets/Plugins/protobuf-net.dll deleted file mode 100644 index 346f6f1a5..000000000 Binary files a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll and /dev/null differ diff --git a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll.meta b/ProtoBufDemo/Assets/Plugins/protobuf-net.dll.meta deleted file mode 100644 index da7edf301..000000000 --- a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll.meta +++ /dev/null @@ -1,25 +0,0 @@ -fileFormatVersion: 2 -guid: 51ce4a3720cd9624b946a35589f50a20 -timeCreated: 1506344976 -licenseType: Pro -PluginImporter: - serializedVersion: 1 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - Any: - enabled: 1 - settings: {} - Editor: - enabled: 0 - settings: - DefaultValueInitialized: true - WindowsStoreApps: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scene.meta b/ProtoBufDemo/Assets/Scene.meta deleted file mode 100644 index ceeb4eb26..000000000 --- a/ProtoBufDemo/Assets/Scene.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 2eadc0eabacf5a648b142d831a8927d4 -folderAsset: yes -timeCreated: 1506344958 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scene/main.unity b/ProtoBufDemo/Assets/Scene/main.unity deleted file mode 100644 index 90236d37f..000000000 Binary files a/ProtoBufDemo/Assets/Scene/main.unity and /dev/null differ diff --git a/ProtoBufDemo/Assets/Scene/main.unity.meta b/ProtoBufDemo/Assets/Scene/main.unity.meta deleted file mode 100644 index e162373e2..000000000 --- a/ProtoBufDemo/Assets/Scene/main.unity.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a9e25fe503295a247a0fe3aab6f4b089 -timeCreated: 1506351583 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts.meta b/ProtoBufDemo/Assets/Scripts.meta deleted file mode 100644 index cc57d626a..000000000 --- a/ProtoBufDemo/Assets/Scripts.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 6d376175ab2b7cd489fcaefacd9add4e -folderAsset: yes -timeCreated: 1506344929 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts/NetEncode.cs b/ProtoBufDemo/Assets/Scripts/NetEncode.cs deleted file mode 100644 index 45174acb2..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetEncode.cs +++ /dev/null @@ -1,63 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.IO; -using UnityEngine; - -/// -/// 编码和解码 -/// -public class NetEncode -{ - /// - /// 将数据编码 长度+内容 - /// - /// - /// - public static byte[] Encode(byte[] data) - { - //整型占4个字节,所以声明一个+4的数组 - byte[] result = new byte[data.Length + 4]; - //使用流将编码二进制 - MemoryStream ms = new MemoryStream(); - BinaryWriter br = new BinaryWriter(ms); - br.Write(data.Length); - br.Write(data); - //将流中的内容复制到数组中 - Buffer.BlockCopy(ms.ToArray(), 0, result, 0, (int)ms.Length); - br.Close(); - ms.Close(); - return result; - } - - /// - /// 将数据解码 - /// - /// - /// - public static byte[] Decode(ref List cahce) - { - //首先获取到长度,整型4字节,如果字节数不足4字节,舍弃 - if (cahce.Count < 4) - { - return null; - } - //读取数据 - MemoryStream ms = new MemoryStream(cahce.ToArray()); - BinaryReader br = new BinaryReader(ms); - //先读取出包头的长度 - int len = br.ReadInt32(); - //根据长度,判断内容是否传递完毕 - if (len > ms.Length - ms.Position) - { - return null; - } - //获取数据 - byte[] result = br.ReadBytes(len); - //清空消息池 - cahce.Clear(); - //将剩余没有处理的消息重新存入消息池中 - cahce.AddRange(br.ReadBytes((int)ms.Length - (int)ms.Position)); - return result; - } -} diff --git a/ProtoBufDemo/Assets/Scripts/NetEncode.cs.meta b/ProtoBufDemo/Assets/Scripts/NetEncode.cs.meta deleted file mode 100644 index 8f0c94805..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetEncode.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 5c78246a1bf1bac4e9c847efd03427a6 -timeCreated: 1506396623 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts/NetModel.cs b/ProtoBufDemo/Assets/Scripts/NetModel.cs deleted file mode 100644 index 63cea833c..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetModel.cs +++ /dev/null @@ -1,16 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using ProtoBuf; -using UnityEngine; - -//添加特性,表示可以被ProtoBuf工具序列化 -[ProtoContract] -public class NetModel -{ - - //添加特性,表示字段可以被序列化,1可以理解为下标 - [ProtoMember(1)] public int ID; - [ProtoMember(2)] public string Commit; - [ProtoMember(3)] public string Message; - -} diff --git a/ProtoBufDemo/Assets/Scripts/NetModel.cs.meta b/ProtoBufDemo/Assets/Scripts/NetModel.cs.meta deleted file mode 100644 index ce88a8094..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetModel.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 762489d8bffa17c42b3962a25428fe09 -timeCreated: 1506345147 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs b/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs deleted file mode 100644 index 4100b0e70..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs +++ /dev/null @@ -1,66 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.IO; -using UnityEngine; - -public static class NetSerilizer -{ - - /// - /// 将消息序列化为二进制数组 - /// - /// - /// - public static byte[] Serialize(NetModel netModel) - { - try - { - //将二进制序列化到流中 - using (MemoryStream ms = new MemoryStream()) - { - //使用ProtoBuf工具序列化方法 - ProtoBuf.Serializer.Serialize(ms, netModel); - //保存序列化后的结果 - byte[] result = new byte[ms.Length]; - //将流的位置设置为0,起始点 - ms.Position = 0; - //将流中的内容读取到二进制数组中 - ms.Read(result, 0, result.Length); - return result; - } - } - catch (Exception e) - { - Console.WriteLine(e); - throw; - } - } - - /// - /// 把收到的消息反序列化成对象 - /// - /// - /// - public static NetModel DeSerialize(byte[] msg) - { - try - { - using (MemoryStream ms = new MemoryStream()) - { - //将消息写入流中 - ms.Write(msg, 0, msg.Length); - //将流的位置归零 - ms.Position = 0; - //使用工具反序列化对象 - NetModel result = ProtoBuf.Serializer.Deserialize(ms); - return result; - } - } - catch (Exception e) - { - Console.WriteLine(e); - throw; - } - } -} diff --git a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs.meta b/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs.meta deleted file mode 100644 index 1619b7002..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 79828248449911947a7221f046293a68 -timeCreated: 1506410169 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs b/ProtoBufDemo/Assets/Scripts/NetUserToken.cs deleted file mode 100644 index 2b10a7eca..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs +++ /dev/null @@ -1,134 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Net.Sockets; -using UnityEngine; - - -/// -/// 模拟客户端操作 -/// -public class NetUserToken -{ - /// - /// 用于连接的socket - /// - private Socket socket; - /// - /// 数据缓冲区 - /// - public byte[] byteBuff; - /// - /// 每次接受和发送的数据大小 - /// - private readonly int size = 1024; - /// - /// 接收数据池 - /// - private List receiveCache; - - private bool isReceiving; - /// - /// 发送数据池 - /// - private Queue sendCache; - - private bool isSending; - /// - /// 接收到消息后的回调 - /// - private Action receiveCallback; - - - public NetUserToken() - { - byteBuff = new byte[size]; - receiveCache = new List(); - sendCache = new Queue(); - } - - /// - /// 服务器接收客户端发送的消息 - /// - /// - public void Receive(byte[] data) - { - Debug.Log("接收数据"); - //将接收到的数据放入数据池中 - receiveCache.AddRange(data); - //如果没在读数据 - if (!isReceiving) - { - isReceiving = true; - - } - } - - /// - /// 读取数据 - /// - private void ReadData() - { - byte[] data = NetEncode.Decode(ref receiveCache); - - //如果数据读取成功 - if (null != data) - { - NetModel item = NetSerilizer.DeSerialize(data); - Debug.Log(item.ID + "," + item.Commit + "," + item.Message); - if (null != receiveCallback) - { - receiveCallback(item); - } - //尾递归,继续处理数据 - ReadData(); - } - else - { - isReceiving = false; - } - } - - /// - /// 服务器发送消息给客户端 - /// - private void Send() - { - try - { - if (sendCache.Count == 0) - { - isSending = false; - return; - } - byte[] data = sendCache.Dequeue(); - int count = data.Length / size; - int len = size; - for (int i = 0; i < count + 1; i++) - { - if (i == count) - { - len = data.Length - i * size; - } - socket.Send(data, i * size, len, SocketFlags.None); - } - Debug.Log("发送成功"); - Send(); - } - catch (Exception e) - { - Console.WriteLine(e); - throw; - } - } - - public void WriteSendData(byte[] data) - { - sendCache.Enqueue(data); - if (!isSending) - { - isSending = true; - Send(); - } - } -} diff --git a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs.meta b/ProtoBufDemo/Assets/Scripts/NetUserToken.cs.meta deleted file mode 100644 index 55db8de10..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: b995499a673cf1549b15d951952dcd87 -timeCreated: 1506407847 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts/PBTest.cs b/ProtoBufDemo/Assets/Scripts/PBTest.cs deleted file mode 100644 index 87dfd16ab..000000000 --- a/ProtoBufDemo/Assets/Scripts/PBTest.cs +++ /dev/null @@ -1,80 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.IO; -using UnityEngine; - -public class PBTest : MonoBehaviour -{ - - // Use this for initialization - void Start() - { - - //创建对象 - NetModel item = new NetModel() { ID = 1, Commit = "马三", Message = "Unity" }; - //序列化对象 - byte[] temp = Serialize(item); - Debug.Log("序列化数组长度:" + temp.Length); - //反序列化为对象 - NetModel result = DeSerialize(temp); - Debug.Log(result.ID + "," + result.Commit + "," + result.Message); - } - - /// - /// 将消息序列化为二进制数组 - /// - /// - /// - private byte[] Serialize(NetModel netModel) - { - try - { - //将二进制序列化到流中 - using (MemoryStream ms = new MemoryStream()) - { - //使用ProtoBuf工具序列化方法 - ProtoBuf.Serializer.Serialize(ms, netModel); - //保存序列化后的结果 - byte[] result = new byte[ms.Length]; - //将流的位置设置为0,起始点 - ms.Position = 0; - //将流中的内容读取到二进制数组中 - ms.Read(result, 0, result.Length); - return result; - } - } - catch (Exception e) - { - Console.WriteLine(e); - throw; - } - } - - /// - /// 把收到的消息反序列化成对象 - /// - /// - /// - private NetModel DeSerialize(byte[] msg) - { - try - { - using (MemoryStream ms = new MemoryStream()) - { - //将消息写入流中 - ms.Write(msg, 0, msg.Length); - //将流的位置归零 - ms.Position = 0; - //使用工具反序列化对象 - NetModel result = ProtoBuf.Serializer.Deserialize(ms); - return result; - } - } - catch (Exception e) - { - Console.WriteLine(e); - throw; - } - } -} diff --git a/ProtoBufDemo/Assets/Scripts/PBTest.cs.meta b/ProtoBufDemo/Assets/Scripts/PBTest.cs.meta deleted file mode 100644 index 4c69b5be2..000000000 --- a/ProtoBufDemo/Assets/Scripts/PBTest.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 26387e72821a6f84f90831bb9c2dbf3d -timeCreated: 1506344997 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/ProjectSettings/AudioManager.asset b/ProtoBufDemo/ProjectSettings/AudioManager.asset deleted file mode 100644 index ed53c41c5..000000000 Binary files a/ProtoBufDemo/ProjectSettings/AudioManager.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/ClusterInputManager.asset b/ProtoBufDemo/ProjectSettings/ClusterInputManager.asset deleted file mode 100644 index 737873b28..000000000 Binary files a/ProtoBufDemo/ProjectSettings/ClusterInputManager.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/DynamicsManager.asset b/ProtoBufDemo/ProjectSettings/DynamicsManager.asset deleted file mode 100644 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b/ProtoBufDemo/ProjectSettings/InputManager.asset deleted file mode 100644 index 9c7064a5e..000000000 Binary files a/ProtoBufDemo/ProjectSettings/InputManager.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/NavMeshAreas.asset b/ProtoBufDemo/ProjectSettings/NavMeshAreas.asset deleted file mode 100644 index fd9f06a66..000000000 Binary files a/ProtoBufDemo/ProjectSettings/NavMeshAreas.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/NetworkManager.asset b/ProtoBufDemo/ProjectSettings/NetworkManager.asset deleted file mode 100644 index fe4422c5c..000000000 Binary files a/ProtoBufDemo/ProjectSettings/NetworkManager.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/Physics2DSettings.asset b/ProtoBufDemo/ProjectSettings/Physics2DSettings.asset deleted file mode 100644 index 59764e6b3..000000000 Binary files a/ProtoBufDemo/ProjectSettings/Physics2DSettings.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/ProjectSettings.asset b/ProtoBufDemo/ProjectSettings/ProjectSettings.asset deleted file mode 100644 index 6f1370e0a..000000000 Binary files a/ProtoBufDemo/ProjectSettings/ProjectSettings.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/ProjectVersion.txt b/ProtoBufDemo/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index 66e05aa78..000000000 --- a/ProtoBufDemo/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 5.5.0f3 diff --git a/ProtoBufDemo/ProjectSettings/QualitySettings.asset b/ProtoBufDemo/ProjectSettings/QualitySettings.asset deleted file mode 100644 index 3b545db6f..000000000 Binary files a/ProtoBufDemo/ProjectSettings/QualitySettings.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/TagManager.asset b/ProtoBufDemo/ProjectSettings/TagManager.asset deleted file mode 100644 index e23e4e137..000000000 Binary files a/ProtoBufDemo/ProjectSettings/TagManager.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/TimeManager.asset b/ProtoBufDemo/ProjectSettings/TimeManager.asset deleted file mode 100644 index 3327a2451..000000000 Binary files a/ProtoBufDemo/ProjectSettings/TimeManager.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/UnityConnectSettings.asset b/ProtoBufDemo/ProjectSettings/UnityConnectSettings.asset deleted file mode 100644 index d6435dc3e..000000000 Binary files a/ProtoBufDemo/ProjectSettings/UnityConnectSettings.asset and /dev/null differ diff --git a/ProtoBufDemo/ProtoBufDemo.csproj b/ProtoBufDemo/ProtoBufDemo.csproj deleted file mode 100644 index f2d9e8029..000000000 --- a/ProtoBufDemo/ProtoBufDemo.csproj +++ /dev/null @@ -1,89 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {F6BED49E-1BF0-297F-B707-EB46032FA358} - Library - Assembly-CSharp - 512 - {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} - .NETFramework - v3.5 - Unity Subset v3.5 - - Game:1 - StandaloneWindows:5 - 5.5.0f3 - - 4 - - - pdbonly - false - Temp\UnityVS_bin\Debug\ - Temp\UnityVS_obj\Debug\ - prompt - 4 - DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE - false - - - pdbonly - false - Temp\UnityVS_bin\Release\ - Temp\UnityVS_obj\Release\ - prompt - 4 - TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE - false - - - - - - - - - - - - Library\UnityAssemblies\UnityEngine.dll - - - Library\UnityAssemblies\UnityEngine.UI.dll - - - Library\UnityAssemblies\UnityEngine.Networking.dll - - - Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll - - - Library\UnityAssemblies\UnityEngine.Analytics.dll - - - Library\UnityAssemblies\UnityEngine.HoloLens.dll - - - Library\UnityAssemblies\UnityEngine.VR.dll - - - Library\UnityAssemblies\UnityEditor.dll - - - Assets\Plugins\protobuf-net.dll - - - - - - - - - - - - diff --git a/ProtoBufDemo/ProtoBufDemo.sln b/ProtoBufDemo/ProtoBufDemo.sln deleted file mode 100644 index d4b557ac0..000000000 --- a/ProtoBufDemo/ProtoBufDemo.sln +++ /dev/null @@ -1,20 +0,0 @@ - -Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 2017 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ProtoBufDemo", "ProtoBufDemo.csproj", "{F6BED49E-1BF0-297F-B707-EB46032FA358}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {F6BED49E-1BF0-297F-B707-EB46032FA358}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {F6BED49E-1BF0-297F-B707-EB46032FA358}.Debug|Any CPU.Build.0 = Debug|Any CPU - {F6BED49E-1BF0-297F-B707-EB46032FA358}.Release|Any CPU.ActiveCfg = Release|Any CPU - {F6BED49E-1BF0-297F-B707-EB46032FA358}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection -EndGlobal diff --git a/ProtoBufDemo/README.md b/ProtoBufDemo/README.md deleted file mode 100644 index f7486aa92..000000000 --- a/ProtoBufDemo/README.md +++ /dev/null @@ -1 +0,0 @@ -## ProtoBuf练习 diff --git a/PythonInGame/README.md b/PythonInGame/README.md new file mode 100644 index 000000000..219706b18 --- /dev/null +++ b/PythonInGame/README.md @@ -0,0 +1,5 @@ +# Python在游戏中的实用库 +* [汉字转拼音(pypinyin)](https://github.com/mozillazg/python-pinyin) +* [SimpleChinese2 ](https://github.com/chenmingxiang110/SimpleChinese2) +* [pinyin-pro](https://github.com/zh-lx/pinyin-pro) +* [Python for .NET](https://github.com/pythonnet/pythonnet) diff --git a/README.md b/README.md index e974b4fc4..f02cbe38d 100644 --- a/README.md +++ b/README.md @@ -1,28 +1,24 @@ # Unity3D--Training -【Unity杂货铺】unity大杂烩~ -本项目由[JetBranins](https://www.jetbrains.com/?from=Unity3DTraining)赞助相关开发工具 - - +【Unity杂货铺】unity大杂烩~ ## 目录 ->* [1.收集整理一些第三方库和插件](./3rdPlugins) ->* [2.月光跑酷3D版](https://github.com/XINCGer/3DMoonRunner) ->* [3.Android和iOS端的消息推送](./Notification) +>* [1.收集整理一些第三方库和插件](https://github.com/XINCGer/Unity3DTraining/tree/master/3rdPlugins) +>* [2.月光跑酷3D版](https://github.com/XINCGer/Unity3DTraining/tree/master/3DMoonRunner) +>* [3.Android和iOS端的消息推送](https://github.com/XINCGer/Unity3DTraining/tree/master/Notification) >* [4.网络与资源数据操作](https://github.com/XINCGer/Unity3DTraining/tree/master/NetWorkAndResources)   ->* [5.unity开发项目整体把控规划与管理](./OverCallControl/) ->* [6.寻路相关](./Pathfinding) +>* [5.unity开发项目整体把控规划与管理](https://github.com/XINCGer/Unity3DTraining/tree/master/OverCallControl/) +>* [6.寻路相关](https://github.com/XINCGer/Unity3DTraining/tree/master/Pathfinding) >* [7.太空大战](https://github.com/XINCGer/Unity3DTraining/tree/master/SpaceShooter) >* [8.UGUI相关](https://github.com/XINCGer/Unity3DTraining/tree/master/UGUITraining) ->* [9.AR小DEMO](https://github.com/XINCGer/Unity3DTraining/tree/master/ARTraining) ->* [10.Unity3D中的物理研究](https://github.com/XINCGer/Unity3DTraining/tree/master/PhysicsStudy) +>* [10.游戏中的物理研究](https://github.com/XINCGer/Unity3DTraining/tree/master/PhysicsStudy) >* [11.一些文档](https://github.com/XINCGer/Unity3DTraining/tree/master/Doc) >* [12.一些小测试](https://github.com/XINCGer/Unity3DTraining/tree/master/SomeTest) >* [13.DoTween插件练习](https://github.com/XINCGer/Unity3DTraining/tree/master/DoTweenTraining) ->* [14.UNet新功能练习](https://github.com/XINCGer/Unity3DTraining/tree/master/UNetTraining) +>* [14.引擎研究](https://github.com/XINCGer/Unity3DTraining/tree/master/Engine) >* [15.贝塞尔曲线研究](https://github.com/XINCGer/Unity3DTraining/tree/master/BezierTest)   >* [16.激情飞车](https://github.com/XINCGer/FURIOUS_MOTORSPORT) >* [17.仿写《我的世界》](https://github.com/XINCGer/Unity3DTraining/tree/master/Minecraft) >* [18.Unity编辑器拓展](https://github.com/XINCGer/Unity3DTraining/tree/master/UnityEditorExtension) ->* [19.ESC实体组件系统](./ESC) +>* [19.ESC实体组件系统](https://github.com/XINCGer/Unity3DTraining/tree/master/ECS) >* [20.单元测试的艺术](https://github.com/XINCGer/Unity3DTraining/tree/master/Unit4Unity) >* [21.Effective C# U3D高效C#技法训练](https://github.com/XINCGer/Unity3DTraining/tree/master/Effective%20C%23) >* [22.I18N 国际化(本地化)](https://github.com/XINCGer/Unity3DTraining/tree/master/I18N_Localization) @@ -33,30 +29,41 @@ >* [27.工具类](https://github.com/XINCGer/Unity3DTraining/tree/master/ToolKits) >* [28.性能优化相关](https://github.com/XINCGer/Unity3DTraining/tree/master/PerformanceOptimization) >* [29.自研客户端架构](https://github.com/XINCGer/ColaFrameWork) ->* [30.【外链】Unity3d客户端与C#分布式服务端游戏框架](https://github.com/egametang/Egametang) ->* [31.ProtoBuf练习](./ProtoBufDemo) ->* [32.相机管理](./AboutCamera) ->* [33.学习OpenGL与计算机图形学](https://github.com/XINCGer/Unity3DTraining/tree/master/LearningOpenGL) ->* [34.仿写FC上的马戏团](./CircusGameOnFC) ->* [35.热更新与AssetBundle专题](./HotUpdate) ->* [36.马三毕设-天天萌泡泡](https://github.com/XINCGer/BubbleShooter) ->* [37.转表工具](https://github.com/XINCGer/Unity3DTraining/tree/master/XlsxTools) ->* [38.仿写FC上的吃豆人](./PacMan) ->* [39.Unity手游自动化测试探索](./AutomationTesting)   ->* [40.新手引导功能](./GuideSystem) ->* [41.TypeScript资料收集](./TypeScript) ->* [42.Macanim动画系统](./MacanimSystem) ->* [43.动力学骨骼研究(仿王者荣耀头发、衣物飘动效果)](./DynamicBones) ->* [44.StarTrooper重力感应飞行游戏](./StarTrooper)   ->* [45.人物换装系统](./ChangeCharacter) ->* [46.简单MMO Demo](./MMO_Demo) ->* [47.2D原生平台游戏](./2DPlatformer) ->* [48.Lua的相关知识点和总结记录](./lua) ->* [49.游戏人工智能](./AI) ->* [50.设备输入](/InputAndTouch) ->* [51.持续集成CI(Continuous Integration)](./CI) ->* [52.电商与后端开发等相关的不错的资料](./ServerDevlop) ->* [53.求职工作培训与养生等](./AboutJob) +>* [30.相机管理](https://github.com/XINCGer/Unity3DTraining/tree/master/AboutCamera) +>* [31.学习OpenGL与计算机图形学](https://github.com/XINCGer/Unity3DTraining/tree/master/LearningOpenGL) +>* [32.热更新与AssetBundle专题](https://github.com/XINCGer/Unity3DTraining/tree/master/HotUpdate) +>* [33.天天萌泡泡](https://github.com/XINCGer/BubbleShooter) +>* [34.转表工具](https://github.com/XINCGer/Unity3DTraining/tree/master/XlsxTools) +>* [35.Unity手游自动化测试探索](https://github.com/XINCGer/Unity3DTraining/tree/master/AutomationTesting)   +>* [36.新手引导功能](https://github.com/XINCGer/Unity3DTraining/tree/master/GuideSystem) +>* [37.TypeScript资料收集](https://github.com/XINCGer/Unity3DTraining/tree/master/TypeScript) +>* [38.Macanim动画系统](https://github.com/XINCGer/Unity3DTraining/tree/master/MacanimSystem) +>* [39.动力学骨骼研究(仿王者荣耀头发、衣物飘动效果)](https://github.com/XINCGer/Unity3DTraining/tree/master/DynamicBones) +>* [40.技能系统相关知识收集 ](https://github.com/XINCGer/Unity3DTraining/tree/master/AboutSkill) +>* [41.开源游戏收集整理](https://github.com/XINCGer/Unity3DTraining/tree/master/OpenSourceGame) +>* [42.剧情动画与Timeline研究](https://github.com/XINCGer/Unity3DTraining/tree/master/CutsceneTimeline) +>* [43.2D原生平台游戏](https://github.com/XINCGer/Unity3DTraining/tree/master/2DPlatformer) +>* [44.Lua的相关知识点和总结记录](https://github.com/XINCGer/Unity3DTraining/tree/master/lua) +>* [45.AI相关](https://github.com/XINCGer/Unity3DTraining/tree/master/AI) +>* [46.设备输入](https://github.com/XINCGer/Unity3DTraining/tree/master/InputAndTouch) +>* [47.持续集成CI(Continuous Integration)](https://github.com/XINCGer/Unity3DTraining/tree/master/CI) +>* [48.电商与后端开发等相关的不错的资料](https://github.com/XINCGer/Unity3DTraining/tree/master/ServerDevlop) +>* [49.游戏加密与破解研究](https://github.com/XINCGer/Unity3DTraining/tree/master/Crack) +>* [50.xasset 公开文档收集和整理](https://github.com/XINCGer/Unity3DTraining/tree/master/xasset_doc) +>* [51.C++ 实用仓库](https://github.com/XINCGer/Unity3DTraining/tree/master/CPlusPlus) +>* [52.Python在游戏中的实用库](https://github.com/XINCGer/Unity3DTraining/tree/master/PythonInGame) +>* [53.求职工作培训与养生等](https://github.com/XINCGer/Unity3DTraining/tree/master/AboutJob) + +本项目已加入 HelloGitHub 徽章计划 +Featured|HelloGitHub ## 友情链接 +* [xasset 快速强大的Unity资源系统](https://github.com/xasset/xasset) * [anything_about_game(夜莺人行自走库)](https://github.com/killop/anything_about_game) +* [JEngine是针对Unity开发者设计的开箱即用的框架,封装了强大的功能,小白也能快速上手,轻松制作可以热更新的游戏](https://github.com/JasonXuDeveloper/JEngine) +* [JingFengJi(静风霁的博客)](https://www.jingfengji.tech/) +* [狂飙的博客](https://networm.me/) +* [烟雨迷离半世殇](https://www.lfzxb.top/) +* [北冥有鱼其名为鲲的博客](https://www.cnblogs.com/xin-lover/) +* [ZeaLotSean的博客](https://asuka4every.top/) +* [Awesome-Game-Analysis](https://github.com/OTFCG/Awesome-Game-Analysis) diff --git a/SDK/AndroidJavaProxy/README.md b/SDK/AndroidJavaProxy/README.md new file mode 100644 index 000000000..e7b437898 --- /dev/null +++ b/SDK/AndroidJavaProxy/README.md @@ -0,0 +1,6 @@ +## AndroidJavaProxy +* [AndroidJavaProxy官方文档](https://docs.unity3d.com/ScriptReference/AndroidJavaProxy.html) +* [Unity和Android原生交互](https://zhuanlan.zhihu.com/p/349404494) +* [AndroidJavaProxy的使用方式](https://www.jianshu.com/p/6b5f8ad77f4e/) +* [Unity Android 之 AndroidJavaProxy 交互,实现 Unity 委托事件到 Android 端](https://blog.csdn.net/u014361280/article/details/105866782) +* [Unity-Android通信:AndroidJava 使用Unity c#编写Android程序调用任何方法](https://blog.csdn.net/yanchezuo/article/details/52261944) \ No newline at end of file diff --git a/SDK/README.md b/SDK/README.md index dcc0e52bb..927711028 100644 --- a/SDK/README.md +++ b/SDK/README.md @@ -16,3 +16,29 @@ * [Unity安卓共享纹理](https://www.cnblogs.com/zhxmdefj/p/13295243.html) * [Unity2019.3持续集成打包ipa踩坑](https://blog.csdn.net/qq_43021133/article/details/107156549) * [Ironsource sdk在Unity 2019.3.x下代码过时bug](https://blog.csdn.net/qq_33205561/article/details/105276267) +* [wwise集成Unity踩坑记录](https://kmageek.com/2020/06/23/wwiseUnity/) +* [Unity 集成 Bugly 错误上报插件](https://networm.me/2020/10/25/unity-bugly-integration/) +* [android获取设备唯一标识完美解决方案的思考以及实现方式](https://blog.csdn.net/dqliangjun/article/details/79120776) +* [『Unity与安卓交互』在AndroidStudio中写代码导出aar,在Unity中使用交互(小白完整版)](https://mp.weixin.qq.com/s/aZSRxoZZddw0sX1NYmr5UA) +* [Unity和AndroidStudio导出OBB和APK](https://mp.weixin.qq.com/s/0OPx53exekwqSVjkCQouag) +* [Unity的Build App Bundle直接出.aab包(提交google play的新格式)](https://mp.weixin.qq.com/s/gcCrjnlncuKapcfJGccs3w) +* [AndroidJavaProxy资料收集](./AndroidJavaProxy) +* [C# 与 其他Native API 的交互总结](https://mp.weixin.qq.com/s/RblUFfoOcQrG-_t8blwxhQ) +* [在游戏中播放cg视频遇到的问题](https://www.cnblogs.com/zhaoqingqing/p/15143061.html) +* [【Unity3D】Android App Bundle(aab)打包上架Google Play介绍](https://www.cnblogs.com/jeffxun/p/15142855.html) +* [BugSplat](https://docs.bugsplat.com/introduction/getting-started/integrations/game-development/unity) +* [Unity异常处理与分析](https://github.com/sundxing/Unity-Excpetion-Crash) +* [一文读懂Android进程及TCP动态心跳保活](https://www.cnblogs.com/xiaxveliang/p/15478580.html) +* [Unity3D与iOS的交互](https://www.jianshu.com/p/1ab65bee6692) +* [在unity中使用ijkplayer解析4k/hls/rtsp/rtmp](https://www.gero.pub/2017/10/26/how-to-use-ijkplayer-in-unity/) +* [xCrash](https://github.com/iqiyi/xCrash) +* [Play Asset Delivery](https://docs.unity3d.com/Manual/play-asset-delivery.html#generated-asset-packs) +* [Android生成jks](https://blog.51cto.com/u_16175430/6815131) +* [app备案-证书公钥和md5](https://zhuanlan.zhihu.com/p/654397278) + +### 库的跨平台编译 +* [C、C++打包成.dll .so .a 给Unity使用](https://my.oschina.net/u/4391471/blog/3298047) +* [Unity3D跨平台动态库编译---记kcp基于CMake的各平台构建实践](https://www.cnblogs.com/SChivas/p/7854100.html) +* [iOS App 的编译过程](https://blog.csdn.net/aas319/article/details/78606342) +* [细说iOS静态库和动态库](https://juejin.cn/post/6844904031937101838) +* [一篇较为详细的iOS动态库静态库的使用方法总结](https://www.shangmayuan.com/a/a19bb1770fc74a95bdc79538.html) diff --git a/ServerDevlop/MongoDB/README.md b/ServerDevlop/MongoDB/README.md new file mode 100644 index 000000000..f25d5abd9 --- /dev/null +++ b/ServerDevlop/MongoDB/README.md @@ -0,0 +1,5 @@ +### MongoDB知识点 +* [MongoDB 设置账号和密码](https://www.cnblogs.com/shttke/p/11296710.html) +* [MongoDB 菜鸟教程](https://www.runoob.com/mongodb/mongodb-tutorial.html) +* [MongoDB 设置用户名密码](https://www.jianshu.com/p/237a0c5ad9fa) +* [Unity-mongo-csharp-driver-dlls](https://github.com/Julian23517/Unity-mongo-csharp-driver-dlls) diff --git a/ServerDevlop/README.md b/ServerDevlop/README.md index 9cda54376..ab77cfeb4 100644 --- a/ServerDevlop/README.md +++ b/ServerDevlop/README.md @@ -1,6 +1,10 @@ ### 电商与后端开发等相关的不错的资料 >* [多图详解!10大高性能开发核心技术](https://www.cnblogs.com/xuanyuan/p/13524351.html) +>* [kafka中文教程](https://www.orchome.com/kafka/index) +>* [图解 IP 基础知识!](https://www.cnblogs.com/cxuanBlog/p/14171202.html) +>* [图解 | 原来这就是TCP](https://www.cnblogs.com/flashsun/p/14322660.html) + #### 吊打面试官系列 >* [《吊打面试官》系列-秒杀系统设计](https://www.cnblogs.com/aobing/p/11875385.html) >* [《吊打面试官》系列-消息队列基础](https://www.cnblogs.com/aobing/p/11893352.html) @@ -9,20 +13,56 @@ #### 后端技术指南针系列 >* [浅谈缓存系统的三个问题](https://www.cnblogs.com/backnullptr/p/11993876.html) +#### Java技术 +>* [冷饭新炒:理解JDK中UUID的底层实现](https://www.cnblogs.com/throwable/p/14343086.html) + +#### IM即时通讯 +>* [OpenIM:由前微信技术专家打造的基于 Go 实现的即时通讯(IM)项目](https://github.com/OpenIMSDK/Open-IM-Server) + #### 游戏后端技术 >* [Go游戏服务端框架从零搭建(一)— 架构设计](https://www.cnblogs.com/niudanshui/p/11864281.html) >* [在C#中使用二叉树实时计算海量用户积分排名的实现](https://www.cnblogs.com/hohoa/p/12145689.html) >* [Xcode发布测试版本,直接通过Safari在线安装ipa](https://blog.csdn.net/csdwd/article/details/52297786) >* [手把手叫你 制作一个不需要任何工具 从网页上安装ipa包的办法](https://blog.csdn.net/kingmax54212008/article/details/56278134) >* [mac 安装nginx并配置SSL实现Https访问](https://www.jianshu.com/p/fc1e81efc867) +>* [『CDN』让你的网站访问起来更加柔顺丝滑](https://www.cnblogs.com/fengzheng/p/14071940.html) +>* [30天自制C++服务器,包含教程和源代码](https://github.com/yuesong-feng/30dayMakeCppServer) #### 游戏后端服务器框架 >* [skynet 简介](https://blog.csdn.net/o8413897/article/details/79044437) >* [skynet框架应用 (一) skynet介绍](https://blog.csdn.net/qq769651718/article/details/79432793) >* [lua游戏服务器框架](https://github.com/ylmbtm/LuaServerFrame) +>* [游戏服务器架构设计整理](https://imsoul.blog.csdn.net/article/details/105732519) +>* [游戏服务器常用架构](https://imsoul.blog.csdn.net/article/details/105733851) +>* [网游服务端架构](https://imsoul.blog.csdn.net/article/details/105733515) +>* [经典游戏服务器端架构概述](https://blog.csdn.net/xchysl/article/details/79477988) +>* [skynet游戏服务器框架分享](https://www.cnblogs.com/left69/p/14241929.html) +>* [Skynet 日志文件服务](https://github.com/Veinin/skynet-logger) +>* [skynet通用模块,各种轮子,不解释快上车](https://github.com/yiyajunjun/bewater) +>* [skynet脚手架](https://github.com/zhandouxiaojiji/skynet-creator) +>* [jforgame,一个用java编写的轻量级高性能手游服务端框架](https://github.com/kingston-csj/jforgame) +>* [基于.Netcore的开发效率高,性能强,跨平台,持久化层透明,支持不停服热更新的游戏服务器](https://github.com/leeveel/GeekServer) +>* [jforgame是一个一站式游戏服务器开发框架](https://github.com/kingston-csj/jforgame) +>* [SparkServer](https://github.com/Manistein/SparkServer) +>* [skynet 管理后台](https://github.com/hanxi/skynet-admin) +>* [一个基于lua的分布式游戏服务器引擎框架](https://github.com/xiyoo0812/quanta) +>* [基于c++ & lua 实现的分布式游戏服务器框架](https://github.com/hero1s/hive) +>* [C++高性能分布式服务器框架](https://github.com/sylar-yin/sylar) +>* [A cross-platform,lightweight,scalable game server framework written in C++, and support Lua Script](https://github.com/hero1s/hive) +>* [MMO game server: Unity includes a 10,000 Player scene](https://github.com/surparallel/luacluster) +>* [FireNET-Deprecated master server for creating MMO games based on CRYENGINE](https://github.com/afrostalin/FireNET) +>* [Fully-functional open-source server implementation for Diablo 3](https://github.com/blizzless/blizzless-diiis) +>* [azerothcore-wotlk - Complete Open Source and Modular solution for MMO](https://github.com/azerothcore/azerothcore-wotlk) +>* [breeze - 一个C++的轻量级的分布式服务器引擎, 架构思想为一切皆service](https://github.com/zsummer/breeze) +>* [luacluster - MMO game server: Unity includes a 10,000 Player scene](https://github.com/surparallel/luacluster) +>* [TrinityCore](https://github.com/TrinityCore/TrinityCore) +>* [due-基于Go语言开发的高性能分布式游戏服务器框架](https://github.com/dobyte/due) +>* [Fantasy - 零反射、高性能的 C# 游戏服务器框架,专为大型多人在线游戏打造](https://github.com/qq362946/Fantasy) #### Redis >* [一文回顾Redis五大对象(数据类型)](https://www.cnblogs.com/hunternet/p/12742390.html) +>* [带有详细注释的 Redis 3.0 代码(annotated Redis 3.0 source code)](https://github.com/huangz1990/redis-3.0-annotated) +>* [NewLife.Redis](https://github.com/NewLifeX/NewLife.Redis) #### Node.js >* [通过Nginx的auth_request以及ExpressJS构建权限验证系统](https://segmentfault.com/a/1190000005933091) @@ -33,9 +73,167 @@ >* [NodeJS+Express+MongoDB简单实现数据库的操作](https://www.jianshu.com/p/f814750c89ef) >* [mongoose基本用法](https://www.jianshu.com/p/9b20c1e2f373) -#### Nginx +#### Nginx与代理服务器 >* [Nginx跨域配置](https://www.cnblogs.com/itzgr/p/13343387.html) >* [为什么我推荐Nginx作为后端服务器代理](https://www.cnblogs.com/felordcn/p/13363331.html) >* [【Nginx】如何使用Nginx搭建流媒体服务器实现直播?看完这篇我会了!!](https://www.cnblogs.com/binghe001/p/13363105.html) >* [循序渐进nginx(三):日志管理、http限流、https配置,http_rewrite模块,第三方模块安装,结语](https://www.cnblogs.com/progor/p/13338485.html) >* [「查缺补漏」巩固你的Nginx知识体系](https://www.cnblogs.com/kkzhilu/p/13637077.html) +>* [写给小白的 Nginx 文章](https://www.cnblogs.com/xueweihan/p/14355053.html) +>* [Nginx超详细常用功能演示,够用啦](https://www.cnblogs.com/zoe-zyq/p/14779429.html) +>* [Nginx实战部署常用功能演示(超详细版),绝对给力](https://www.cnblogs.com/zoe-zyq/p/14843709.html) +>* [一款轻量级、高性能、功能强大的内网穿透代理服务器](https://github.com/ehang-io/nps) +>* [reverse-proxy](https://github.com/microsoft/reverse-proxy) +>* [Nginx 基础入门](https://www.cnblogs.com/48xz/p/15781821.html) +>* [Fast, multi-platform web server with automatic HTTPS](https://github.com/caddyserver/caddy) +>* [A fast reverse proxy to help you expose a local server behind a NAT or firewall to the internet](https://github.com/fatedier/frp) +>* [Nginx 文件服务器页面美化,按时间倒叙](https://www.jianshu.com/p/220776cb72df) +>* [nginx之日志路径配置小知识点](https://www.cnblogs.com/ybinshi/p/15701408.html) +>* [nginx-1.19.10 源码阅读,分析关键组件与核心运转流程, 并使用图例进行描述](https://github.com/SmartKeyerror/reading-source-code-of-nginx-1.19.10) +>* [hfs](https://github.com/rejetto/hfs) +>* [hfs2](https://github.com/rejetto/hfs2) + +#### Web开发 +>* [单点登录的三种实现方式](https://www.cnblogs.com/yonghengzh/p/13712729.html) +>* [AspNetCore打造一个“最安全”的api接口](https://www.cnblogs.com/xuejiaming/p/15384015.html) +>* [开源的 Java 后台管理框架——EL-ADMIN](https://www.cnblogs.com/xueweihan/p/14244798.html) +>* [Meiam.System - .NET 5 / .NET Core 3.1 WebAPI + Vue 2.0 + RBAC 企业级前后端分离权限框架](https://github.com/91270/Meiam.System) +>* [vue-element-admin](https://github.com/PanJiaChen/vue-element-admin) +>* [jfinal cms是一个java开发的功能强大的信息咨询网站](https://github.com/jflyfox/jfinal_cms) +>* [Vue前台高仿 + Django3.1 + DjangoRestful Framework + Ant Design Pro V4 开发的在线教育网站及后台管理](https://github.com/mtianyan/OnlineMooc) +>* [MeEdu - 基于 Laravel 开发的在线教育点播系统](https://github.com/Qsnh/meedu) +>* [Vue前台 + Django3.1 + DjangoRestful Framework + Ant Design Pro V4 开发的二手书商城网站及后台管理](https://github.com/mtianyan/VueDjangoAntdProBookShop) +>* [一个基于.Net Core开发的权限管理系统,后续会增加更多实用的功能](https://github.com/zhontai/Admin.Core) +>* [question2answer开源问答网站](https://github.com/q2a/question2answer) +>* [这可能是史上功能最全的Java权限认证框架](https://github.com/dromara/sa-token) +>* [基于 .NET Core MVC 的权限管理系统,代码易读易懂、界面简洁美观](https://github.com/liukuo362573/YiShaAdmin) +>* [JEECG BOOT 低代码开发平台(前后端分离版本)](https://github.com/zhangdaiscott/jeecg-boot) +>* [高颜值开源ERP系统](https://github.com/frappe/erpnext) +>* [Free and Open-source Bootstrap 5 Admin Dashboard Template and Landing Page](https://github.com/zuramai/mazer) +>* [停车场系统源码,停车场小程序,智能停车](https://github.com/981011512/--) +>* [CentOS 30分钟部署 .net core 在线客服系统](https://www.cnblogs.com/sheng_chao/p/14889995.html) +>* [Web File Browser](https://github.com/filebrowser/filebrowser) +>* [小说精品屋-plus是一个多端(PC、WAP)阅读、功能完善的原创文学CMS系统](https://github.com/201206030/novel-plus) +>* [人人可用的开源数据可视化分析工具dataease](https://github.com/dataease/dataease) +>* [An enterprise-grade Cloud-Native application platform for Kubernetes](https://github.com/erda-project/erda) +>* [自动化运维平台:CMDB、CI/CD、DevOps、资产管理、任务编排、持续交付、运维管理、基于Django + REST framework + Vue 运维发布平台,UI自动化测试平台](https://github.com/small-flying-pigs/devops-api) +>* [The Single Sign-On Multi-Factor portal for web apps](https://github.com/authelia/authelia) +>* [开源OA系统 - 码云GVP|Java开源oa|企业OA办公平台](https://github.com/o2oa/o2oa) +>* [在线考试系统,springboot+vue前后端分离的一个项目](https://github.com/YXJ2018/SpringBoot-Vue-OnlineExam) +>* [Next Terminal是一个轻量级堡垒机系统](https://github.com/dushixiang/next-terminal) +>* [基于Spring Boot的在线考试系统](https://github.com/lsgwr/spring-boot-online-exam) +>* [cool-admin(midway版)一个很酷的后台权限管理框架](https://github.com/cool-team-official/cool-admin-midway) +>* [WebPhotoshop精简版](https://github.com/leanfish2011/WebPhotoshop-Simple) +>* [🎥 Command line video player](https://github.com/mpv-player/mpv) +>* [windowjs](https://github.com/windowjs/windowjs) +>* [漂亮清新的中后台管理模版](https://github.com/honghuangdc/soybean-admin) +>* [monaco-editor](https://github.com/microsoft/monaco-editor) +>* [NosCore](https://github.com/NosCoreIO/NosCore) +>* [Web Development for Beginners](https://github.com/microsoft/Web-Dev-For-Beginners) +>* [铃铛游戏(棋牌)管理后台](https://github.com/huangtao/gameld-admin) +>* [HC小区物业管理系统](https://github.com/java110/MicroCommunity) +>* [基于 Vue3.x + TypeScript 的在线演示文稿(幻灯片)应用](https://github.com/pipipi-pikachu/PPTist) +>* [A Progressive Web App for local file sharing](https://github.com/RobinLinus/snapdrop) +>* [Vue3+Vite2.6+TypeScript+ant-design-vue+egg.js+mysql构建,提供基础的框架,快速搭建企业级中后台产品,响应式管理后台系统](https://github.com/hangjob/vue-bag-admin) +>* [AI-Powered Photos App for the Decentralized Web 🌈💎✨](https://github.com/photoprism/photoprism) +>* [后台admin前端模板,基于 layui 编写的最简洁、易用的后台框架模板](https://github.com/zhongshaofa/layuimini) +>* [开源运维平台:面向中小型企业设计的轻量级无Agent的自动化运维平台](https://github.com/openspug/spug) +>* [WatchDog is a Realtime Message, Event, HTTP (Request & Response) and Exception logger and viewer for ASP.Net Core Web Apps and APIs.](https://github.com/IzyPro/WatchDog) +>* [higress-Next-generation Cloud Native Gateway](https://github.com/alibaba/higress) +>* [一个.NET Core监控系统CPU内存等信息的工具](https://github.com/whuanle/CZGL.SystemInfo) +>* [快速高效搭建可视化拖拽平台](https://github.com/H5-Dooring/dooringx) +>* [envoy-Cloud-native high-performance edge/middle/service proxy](https://github.com/envoyproxy/envoy) +>* [authelia-The Single Sign-On Multi-Factor portal for web apps](https://github.com/authelia/authelia) +>* [vue-office](https://github.com/501351981/vue-office) +>* [netdata-Real-time performance monitoring](https://github.com/netdata/netdata) +>* [ffmpeg-commander - 🛠️ FFmpeg Command Generator Web UI](https://github.com/alfg/ffmpeg-commander) +>* [pyroscope](https://github.com/grafana/pyroscope?tab=readme-ov-file) +>* [FileCodeBox](https://github.com/vastsa/FileCodeBox) +>* [lynx - Empower the Web community and invite more to build across platforms](https://github.com/lynx-family/lynx?tab=readme-ov-file#About-Lynx) +>* [MoveCar - 挪车通知系统](https://github.com/lesnolie/movecar) + +#### Linux +>* [Linux的打包和压缩详解](https://www.cnblogs.com/TheGCC/p/14228439.html) + +#### 流媒体服务搭建 +>* [RED5 PRO](https://www.red5pro.com/red5-media-server/) +>* [Jellyfin-The Free Software Media System](https://github.com/jellyfin/jellyfin) +>* [SRS OuXuli,简单高效的实时视频服务器](https://github.com/ossrs/srs) +>* [音视频流媒体权威资料整理](https://github.com/0voice/audio_video_streaming) +>* [SRS是一个简单、高效、实时的视频服务器,支持RTMP、WebRTC、HLS、HTTP-FLV和SRT](https://github.com/ossrs/srs) +>* [RtspClientSharp](https://github.com/BogdanovKirill/RtspClientSharp) +>* [一个基于hls协议的视频加密Demo](https://github.com/hauk0101/video-hls-encrypt) +>* [Ant-Media-Server](https://github.com/ant-media/Ant-Media-Server) +>* [ZLMediaKit 一个基于C++11的高性能运营级流媒体服务框架](https://github.com/ZLMediaKit/ZLMediaKit) + +#### 应用分发 +>* [ipa-server](https://github.com/iineva/ipa-server/blob/main/README_zh.md) +>* [开放源码的无App推送服务,iOS14+扫码即用。🚧 快应用开发中](https://github.com/easychen/pushdeer) +>* [应用内网发布平台| 类似蒲公英|fir|iOS OTA ](https://github.com/yizhaorong/intranet_app_manager) + +#### MongoDB知识点 +>* [MongoDB知识点](./MongoDB/README.md) + +#### LevelDB +>* [leveldb 源码阅读与分析](https://github.com/SmartKeyerror/reading-source-code-of-leveldb-1.23) + +#### 后端安全 +>* [72 个网络应用安全实操要点,全方位保护 Web 应用的安全](https://www.cnblogs.com/xueweihan/p/14869705.html) +>* [安全、可靠、简单、免费的企业级蜜罐](https://github.com/hacklcx/HFish) +>* [tag-security](https://github.com/cncf/tag-security) + +#### 内网穿透 +>* [FastTunnel - 打造人人都能搭建的内网穿透工具](https://www.cnblogs.com/springhgui/p/15005329.html) +>* [一款体积小, 快速, 稳定, 高效, 轻量的内网穿透, 端口转发工具 支持多连接,级联代理,传输加密](https://github.com/editso/fuso) +>* [nps-一款轻量级、高性能、功能强大的内网穿透代理服务器](https://github.com/ehang-io/nps) +>* [natpass-🔥居家办公,远程开发神器](https://github.com/lwch/natpass) + +#### CDN与网盘 +>* [自制网盘](https://mp.weixin.qq.com/s/7QOlqykLyzGKvE4gQDG0Xg) +>* [高性能利器:CDN我建议你好好学一下!](https://www.cnblogs.com/jaycekon/p/15213441.html) +>* [Nextcloud server](https://github.com/nextcloud/server) +>* [📂 Web File Browser](https://github.com/filebrowser/filebrowser) +>* [Cyberduck](https://github.com/iterate-ch/cyberduck) +>* [file-chunk是一款针对大文件,超大文件上传的全方位解决方案](https://github.com/yangrds/file-chunk) +>* [Curve 是网易主导自研的现代化存储系统](https://github.com/opencurve/curve/) +>* [ceph-分布式对象、块和文件存储平台](https://github.com/ceph/ceph) + +#### Samba +>* [Mac连接远程Linux管理文件(samba)](https://www.jianshu.com/p/fe7fd0286c4e) + +#### Linux +>* [Linux内核完全注释PDF](http://www.oldlinux.org/download/CLK-5.0.1-WithCover.pdf) +>* [《Linux操作系统实现原理》资源](http://www.oldlinux.org/Book-Lite/) + +#### AI与机器人 +>* [🌿 中文近义词:聊天机器人,智能问答工具包](https://github.com/chatopera/Synonyms) +>* [🤖 Create your Wechat Work Bot - 创建你的企业微信机器人](https://github.com/tenbot/tenbot) + +#### 物联网 +>* [CasaOS - A simple, easy-to-use, elegant open-source Home Cloud system](https://github.com/IceWhaleTech/CasaOS) +>* [wumei-smart是一个简单易用的生活物联网平台](https://github.com/kerwincui/wumei-smart) +>* [An open Apple AirDrop implementation written in Python](https://github.com/seemoo-lab/opendrop) + +#### Git +>* [Self-hosted Git Server with Built-in CI/CD](https://github.com/theonedev/onedev) +>* [在群晖使用Docker安装Gitlab中文版教程](https://wp.gxnas.com/12901.html) +>* [Nas码农篇:群晖Docker安装Gitlab](https://zhuanlan.zhihu.com/p/109834567) +>* [使用docker方式安装的gitlab配置ssh](https://blog.csdn.net/xiang1009/article/details/124429180) +>* [在极狐Gitlab中使用lfs](https://forum.gitlab.cn/t/topic/1292) +>* [修改Docker部署gitlab的外部访问地址和端口](https://blog.csdn.net/lanwilliam/article/details/125866850) + +#### ssh +>* [TinySSH is small server ](https://github.com/janmojzis/tinyssh) + +#### 分布式 +>* [《分布式系统模式》中文版](https://github.com/dreamhead/patterns-of-distributed-systems) + +#### 数据库 +>* [ravendb - ACID Document Database](https://github.com/ravendb/ravendb) +>* [ByConity - ByConity is an open source cloud-native data warehouse](https://github.com/ByConity/ByConity) +>* [miniob - one mini database, helping developers to learn how database works](https://github.com/oceanbase/miniob) +>* [SpacetimeDB - Multiplayer at the speed of light](https://github.com/clockworklabs/SpacetimeDB) +>* [rethinkdb - The open-source database for the realtime web](https://github.com/rethinkdb/rethinkdb) + +#### 图床 +>* [PixelPunk - 赛博图床 - 一款酷炫的现代化图床、结合AI实现智能标签、审核、使用方便智能、且持续免费更新](https://github.com/CooperJiang/PixelPunk) diff --git a/SomeTest/Lua_Class/Class.lua b/SomeTest/Lua_Class/Class.lua index 775267d60..16a97f41b 100644 --- a/SomeTest/Lua_Class/Class.lua +++ b/SomeTest/Lua_Class/Class.lua @@ -4,11 +4,11 @@ Class = {x=0,y=0} Class.__index = Class --构造方法,构造方法的名字是随便起的,习惯性命名为new() function Class:new(x,y) - local self = {} --初始化self,如果没有这句,那么类所建立的对象如果有一个改变,其他对象都会改变 - setmetatable(self, Class) --将self的元表设定为Class - self.x = x --属性值初始化 - self.y = y - return self --返回自身 + local t = {} --初始化t,如果没有这句,那么类所建立的对象如果有一个改变,其他对象都会改变 + setmetatable(t, Class) --将t的元表设定为Class + t.x = x --属性值初始化 + t.y = y + return t --返回自身 end --这里定义类的其他方法 diff --git a/SomeTest/Lua_Class/SubClass.lua b/SomeTest/Lua_Class/SubClass.lua index 369984bd6..4b6f25f08 100644 --- a/SomeTest/Lua_Class/SubClass.lua +++ b/SomeTest/Lua_Class/SubClass.lua @@ -8,11 +8,11 @@ setmetatable(SubClass, Class) SubClass.__index = SubClass --这里是构造方法 function SubClass:new(x,y,z) - local self = {} --初始化对象自身 - self = Class:new(x,y) --将对象自身设定为父类,这个语句相当于其他语言的super 或者 base - setmetatable(self, SubClass) --将对象自身元表设定为SubClass类 - self.z= z --新的属性初始化,如果没有将会按照声明=0 - return self + local t = {} --初始化对象自身 + t = Class:new(x,y) --将对象自身设定为父类,这个语句相当于其他语言的super 或者 base + setmetatable(t, SubClass) --将对象自身元表设定为SubClass类 + t.z= z --新的属性初始化,如果没有将会按照声明=0 + return t end --定义一个新的方法 diff --git a/StarTrooper/Assembly-UnityScript-vs.unityproj b/StarTrooper/Assembly-UnityScript-vs.unityproj deleted file mode 100644 index ffc09370a..000000000 --- a/StarTrooper/Assembly-UnityScript-vs.unityproj +++ /dev/null @@ -1,74 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {4F5F168D-3811-834B-7AFE-2CF40F004072} - Library - Properties - - Assembly-UnityScript - v3.5 - 512 - Assets - - - true - full - false - Temp\bin\Debug\ - DEBUG;TRACE;UNITY_5_0_0;UNITY_5_0;UNITY_5;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_OBSOLETE_API_UPDATING;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE - prompt - 4 - 0169 - - - pdbonly - true - Temp\bin\Release\ - TRACE - prompt - 4 - 0169 - - - - - - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/Managed/UnityEngine.dll - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/Managed/UnityEditor.dll - - - - - - - - - - - - - - - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll - - - - - - diff --git a/StarTrooper/Assembly-UnityScript.unityproj b/StarTrooper/Assembly-UnityScript.unityproj deleted file mode 100644 index ffc09370a..000000000 --- a/StarTrooper/Assembly-UnityScript.unityproj +++ /dev/null @@ -1,74 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {4F5F168D-3811-834B-7AFE-2CF40F004072} - Library - Properties - - Assembly-UnityScript - v3.5 - 512 - Assets - - - true - full - false - Temp\bin\Debug\ - DEBUG;TRACE;UNITY_5_0_0;UNITY_5_0;UNITY_5;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_OBSOLETE_API_UPDATING;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE - prompt - 4 - 0169 - - - pdbonly - true - Temp\bin\Release\ - TRACE - prompt - 4 - 0169 - - - - - - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/Managed/UnityEngine.dll - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/Managed/UnityEditor.dll - - - - - - - - - - - - - - - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll - - - - - - diff --git a/StarTrooper/Assets/Scripts.meta b/StarTrooper/Assets/Scripts.meta deleted file mode 100644 index a47f5aeb5..000000000 --- a/StarTrooper/Assets/Scripts.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 885fddb6651fc4ac8ba4c63b49b76150 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/StarTrooper/Assets/Scripts/ConstrainMotion.js b/StarTrooper/Assets/Scripts/ConstrainMotion.js deleted file mode 100644 index 58da3578d..000000000 --- a/StarTrooper/Assets/Scripts/ConstrainMotion.js +++ /dev/null @@ -1,18 +0,0 @@ -var xMotion : boolean = true; -var yMotion : boolean = true; -var zMotion : boolean = true; - -@script AddComponentMenu("Physics/Constrain Motion") -function FixedUpdate () { - var relativeSpeed : Vector3 = transform.InverseTransformDirection (GetComponent.().velocity); - - if (!xMotion) - relativeSpeed.x = 0; - if (!yMotion) - relativeSpeed.y = 0; - if (!zMotion) - relativeSpeed.z = 0; - - GetComponent.().AddRelativeForce (-relativeSpeed, ForceMode.VelocityChange); -} - diff --git a/StarTrooper/Assets/Scripts/ConstrainMotion.js.meta b/StarTrooper/Assets/Scripts/ConstrainMotion.js.meta deleted file mode 100644 index 1b71e2f47..000000000 --- a/StarTrooper/Assets/Scripts/ConstrainMotion.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 13124e6a33ca34387982648d037832e5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/StarTrooper/Assets/Scripts/MissileLauncher.js b/StarTrooper/Assets/Scripts/MissileLauncher.js deleted file mode 100644 index 9ee4d1236..000000000 --- a/StarTrooper/Assets/Scripts/MissileLauncher.js +++ /dev/null @@ -1,11 +0,0 @@ -var missile : GameObject; - -function Update () { - if (Input.GetMouseButtonDown (0)) - { - var position : Vector3 = new Vector3(0, -0.2, 1) * 10.0; - position = transform.TransformPoint (position); - var thisMissile : GameObject = Instantiate (missile, position, transform.rotation) as GameObject; - Physics.IgnoreCollision(thisMissile.GetComponent.(), GetComponent.()); - } -} diff --git a/StarTrooper/Assets/Scripts/MissileLauncher.js.meta b/StarTrooper/Assets/Scripts/MissileLauncher.js.meta deleted file mode 100644 index fd3f769fd..000000000 --- a/StarTrooper/Assets/Scripts/MissileLauncher.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: ac6d72eb7c62d4fd7b363a97fb891118 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/StarTrooper/Assets/Scripts/MissileTrajectory.js b/StarTrooper/Assets/Scripts/MissileTrajectory.js deleted file mode 100644 index 783365dc2..000000000 --- a/StarTrooper/Assets/Scripts/MissileTrajectory.js +++ /dev/null @@ -1,18 +0,0 @@ -var explosion : GameObject; - -function FixedUpdate () { - GetComponent.().AddForce (transform.TransformDirection (Vector3.forward) * 200.0); -} - -function OnCollisionEnter(collision : Collision) { - var contact : ContactPoint = collision.contacts[0]; - var thisExplosion : GameObject = Instantiate (explosion, contact.point + (contact.normal * 5.0) , Quaternion.identity); - - if (collision.gameObject.tag == "enemy") - { - Destroy (collision.gameObject); - } - - Destroy (thisExplosion, 2.0); - Destroy (gameObject); -} diff --git a/StarTrooper/Assets/Scripts/MissileTrajectory.js.meta b/StarTrooper/Assets/Scripts/MissileTrajectory.js.meta deleted file mode 100644 index b2f814042..000000000 --- a/StarTrooper/Assets/Scripts/MissileTrajectory.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e64fee42408a64c2583ff15e860bd6c1 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/StarTrooper/Assets/Scripts/PlayerControls.js b/StarTrooper/Assets/Scripts/PlayerControls.js deleted file mode 100644 index d136d8c76..000000000 --- a/StarTrooper/Assets/Scripts/PlayerControls.js +++ /dev/null @@ -1,56 +0,0 @@ -var turnSpeed : float = 10.0; -var maxTurnLean : float = 50.0; -var maxTilt : float = 50.0; - -var sensitivity : float = 10.0; - -var forwardForce : float = 1.0; -var guiSpeedElement : Transform; - -private var normalizedSpeed : float = 0.2; -private var euler : Vector3 = Vector3.zero; - -var horizontalOrientation : boolean = true; - -function Awake () { - if (horizontalOrientation) - { - Screen.orientation = ScreenOrientation.LandscapeLeft; - } - else - { - Screen.orientation = ScreenOrientation.Portrait; - } - - guiSpeedElement.position = new Vector3 (0, normalizedSpeed, 0); -} - -function Update () { - for (var evt : Touch in Input.touches) - { - if (evt.phase == TouchPhase.Moved) - { - normalizedSpeed = evt.position.y / Screen.height; - guiSpeedElement.position = new Vector3 (0, normalizedSpeed, 0); - } - } -} - - -function FixedUpdate () { - GetComponent.().AddRelativeForce(0, 0, normalizedSpeed * forwardForce); - - var accelerator : Vector3 = Input.acceleration; - - // Rotate turn based on acceleration - euler.y += accelerator.x * turnSpeed; - // Since we set absolute lean position, do some extra smoothing on it - euler.z = Mathf.Lerp(euler.z, -accelerator.x * maxTurnLean, 0.2); - - // Since we set absolute lean position, do some extra smoothing on it - euler.x = Mathf.Lerp(euler.x, accelerator.y * maxTilt, 0.2); - - // Apply rotation and apply some smoothing - var rot : Quaternion = Quaternion.Euler(euler); - transform.rotation = Quaternion.Lerp (transform.rotation, rot, sensitivity); -} diff --git a/StarTrooper/Assets/Scripts/PlayerControls.js.meta b/StarTrooper/Assets/Scripts/PlayerControls.js.meta deleted file mode 100644 index 8b8139a8c..000000000 --- a/StarTrooper/Assets/Scripts/PlayerControls.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 210183242ce8f432582e4b803300f974 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/StarTrooper/Assets/Scripts/RingRotate.js b/StarTrooper/Assets/Scripts/RingRotate.js deleted file mode 100644 index fea84018a..000000000 --- a/StarTrooper/Assets/Scripts/RingRotate.js +++ /dev/null @@ -1,5 +0,0 @@ -var rotateSpeed : float = 5.0; - -function Update () { - transform.Rotate (0.0, 0.0, rotateSpeed * Time.deltaTime); -} \ No newline at end of file diff --git a/StarTrooper/Assets/Scripts/RingRotate.js.meta b/StarTrooper/Assets/Scripts/RingRotate.js.meta deleted file mode 100644 index 013518253..000000000 --- a/StarTrooper/Assets/Scripts/RingRotate.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 34bd9d65273ff4310b16e68562dc81be -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/StarTrooper/Assets/Scripts/SmoothFollow.js b/StarTrooper/Assets/Scripts/SmoothFollow.js deleted file mode 100644 index c11363dce..000000000 --- a/StarTrooper/Assets/Scripts/SmoothFollow.js +++ /dev/null @@ -1,58 +0,0 @@ -/* -This camera smoothes out rotation around the y-axis and height. -Horizontal Distance to the target is always fixed. - -There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves. - -For every of those smoothed values we calculate the wanted value and the current value. -Then we smooth it using the Lerp function. -Then we apply the smoothed values to the transform's position. -*/ - -// The target we are following -var target : Transform; -// The distance in the x-z plane to the target -var distance : float = 10.0; -// the height we want the camera to be above the target -var height : float = 5.0; -// How much we -var heightDamping : float = 2.0; -var rotationDamping : float = 3.0; - - -function LateUpdate (){ - // Early out if we don't have a target - if (!target) - return; - - // Calculate the current rotation angles - var wantedRotationAngle : float = target.eulerAngles.y; - var wantedHeight : float = target.position.y + height; - - var currentRotationAngle : float = transform.eulerAngles.y; - var currentHeight : float = transform.position.y; - - // Damp the rotation around the y-axis - var dt : float = Time.deltaTime; - currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * dt);//Time.GetMyDeltaTime()); - - // Damp the height - currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * dt);//Time.GetMyDeltaTime()); - //System.Console.WriteLine("dt: {0}", dt);//Time.GetMyDeltaTime()); - //Debug.Log("dt: " + Time.deltaTime); - - // Convert the angle into a rotation - var currentRotation : Quaternion = Quaternion.Euler (0, currentRotationAngle, 0); - - // Set the position of the camera on the x-z plane to: - // distance meters behind the target - //transform.position = target.position; - var pos : Vector3 = target.position - currentRotation * Vector3.forward * distance; - pos.y = currentHeight; - - // Set the height of the camera - transform.position = pos; - - // Always look at the target - transform.LookAt (target); -} \ No newline at end of file diff --git a/StarTrooper/Assets/Scripts/SmoothFollow.js.meta b/StarTrooper/Assets/Scripts/SmoothFollow.js.meta deleted file mode 100644 index b314b111e..000000000 --- a/StarTrooper/Assets/Scripts/SmoothFollow.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 0ee051a682910456fbe8f8211393be5a -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/StarTrooper/Assets/Shaders.meta 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[_LightMap] { - constantColor [_Color] - combine texture * constant - } - SetTexture [_MainTex] { - combine texture * previous - } - } - } -} \ No newline at end of file diff --git a/StarTrooper/Assets/Shaders/LightmapOnlyShader.shader.meta b/StarTrooper/Assets/Shaders/LightmapOnlyShader.shader.meta deleted file mode 100644 index 0bda77098..000000000 --- a/StarTrooper/Assets/Shaders/LightmapOnlyShader.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 029be3752e3854921a65b3f310246baf -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/StarTrooper/Assets/Skyboxes.meta b/StarTrooper/Assets/Skyboxes.meta deleted file mode 100644 index 8799f9e9c..000000000 --- a/StarTrooper/Assets/Skyboxes.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 607426a9820414bfd8081fb22854dbd4 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/StarTrooper/Assets/Skyboxes/Blue sky.mat b/StarTrooper/Assets/Skyboxes/Blue 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Time.deltaTime); - - var r : Quaternion = Quaternion.Euler(0.0f, curRotation, 0.0f); - var p : Vector3 = target.position - r * Vector3.forward * distance; - p.y = curHeight; - - transform.position = p; - transform.LookAt(target); -} diff --git a/StarTrooper/Assets/_Scripts/CameraTrack.js.meta b/StarTrooper/Assets/_Scripts/CameraTrack.js.meta deleted file mode 100644 index 4e4f9ff73..000000000 --- a/StarTrooper/Assets/_Scripts/CameraTrack.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f185f135c6b78884b8e76c72b55313cf -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/StarTrooper/Assets/_Scripts/MissileAction.js b/StarTrooper/Assets/_Scripts/MissileAction.js deleted file mode 100644 index 406fab5d9..000000000 --- a/StarTrooper/Assets/_Scripts/MissileAction.js +++ /dev/null @@ -1,20 +0,0 @@ -#pragma strict - -var explosion : GameObject; //爆炸粒子对象 - -function FixedUpdate () -{ - GetComponent.().AddForce(transform.TransformDirection(Vector3.forward) * 200.0); -} - -function OnCollisionEnter(collision : Collision) -{ - var contact : ContactPoint = collision.contacts[0]; - var exp :GameObject = Instantiate (explosion, contact.point + (contact.normal * 5.0) , Quaternion.identity); - - if(collision.gameObject.tag == "enemy") - Destroy(collision.gameObject); - - Destroy(exp, 2.0); - Destroy(gameObject); -} diff --git a/StarTrooper/Assets/_Scripts/MissileAction.js.meta b/StarTrooper/Assets/_Scripts/MissileAction.js.meta deleted file mode 100644 index 3daab76c1..000000000 --- a/StarTrooper/Assets/_Scripts/MissileAction.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e7fa2bbab67c0cb4b837c6f4620f6d75 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/StarTrooper/Assets/_Scripts/MissileStarter.js b/StarTrooper/Assets/_Scripts/MissileStarter.js deleted file mode 100644 index 1be291469..000000000 --- a/StarTrooper/Assets/_Scripts/MissileStarter.js +++ /dev/null @@ -1,15 +0,0 @@ -#pragma strict - -var missile : GameObject; //导弹对象 - -function Update () -{ - if (Input.GetMouseButtonDown(0)) - { - var position : Vector3 = new Vector3(0, -0.2, 1) * 10.0; - position = transform.TransformPoint(position); - var thisMissile : GameObject = Instantiate(missile, position, transform.rotation) as GameObject; - - Physics.IgnoreCollision(thisMissile.GetComponent.(), GetComponent.()); - } -} diff --git a/StarTrooper/Assets/_Scripts/MissileStarter.js.meta b/StarTrooper/Assets/_Scripts/MissileStarter.js.meta deleted file mode 100644 index 5410908b3..000000000 --- a/StarTrooper/Assets/_Scripts/MissileStarter.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 3a3e3d976bf85bc4d83478fd32c48d94 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/StarTrooper/Assets/_Scripts/PlayerController.js b/StarTrooper/Assets/_Scripts/PlayerController.js deleted file mode 100644 index 7396dd9d2..000000000 --- a/StarTrooper/Assets/_Scripts/PlayerController.js +++ /dev/null @@ -1,42 +0,0 @@ -#pragma strict - -var turnSpeed : float = 10.0f; // 转弯速度 -var sensitivity : float = 1.0f; // 敏感度,定义了旋转时Lerp插值的时间 -var forwardForce : float = 50.0f; //前向力的大小 - -private var maxTurnLean : float = 50.0f; -private var maxTilt : float = 50.0f; - -private var normalizedSpeed : float = 0.2f; -private var euler : Vector3 = Vector3.zero; - -var guiSpeedElement : Transform; - -function Start () -{ - Screen.orientation = ScreenOrientation.AutoRotation; - guiSpeedElement.position = new Vector3 (30, normalizedSpeed * Screen.height, 0); -} - -function Update () -{ - for(var touch : Touch in Input.touches) - { - if(touch.phase == TouchPhase.Moved) - { - normalizedSpeed = touch.position.y / Screen.height; - guiSpeedElement.position = new Vector3 (30, touch.position.y, 0); - } - } -} - -function FixedUpdate() -{ - GetComponent.().AddRelativeForce(0, 0, normalizedSpeed * forwardForce); - var acc : Vector3 = Input.acceleration; - euler.y += acc.x * turnSpeed; - euler.z = Mathf.Lerp(euler.z, -acc.x * maxTurnLean, 0.2); - euler.x = Mathf.Lerp(euler.x, acc.y * maxTilt, 0.2); - var rot : Quaternion = Quaternion.Euler(euler); - transform.rotation = Quaternion.Lerp(transform.rotation, rot, sensitivity); -} diff --git a/StarTrooper/Assets/_Scripts/PlayerController.js.meta b/StarTrooper/Assets/_Scripts/PlayerController.js.meta deleted file mode 100644 index 731c05dc0..000000000 --- a/StarTrooper/Assets/_Scripts/PlayerController.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e4057a82f2051ae488a03ac70cbaa897 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/StarTrooper/Assets/_Scripts/Rotator.js 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a/StarTrooper/ProjectSettings/Physics2DSettings.asset and /dev/null differ diff --git a/StarTrooper/ProjectSettings/ProjectSettings.asset b/StarTrooper/ProjectSettings/ProjectSettings.asset deleted file mode 100644 index 2ffac9648..000000000 Binary files a/StarTrooper/ProjectSettings/ProjectSettings.asset and /dev/null differ diff --git a/StarTrooper/ProjectSettings/ProjectVersion.txt b/StarTrooper/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index e6cd1f978..000000000 --- a/StarTrooper/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 2017.3.0f3 diff --git a/StarTrooper/ProjectSettings/QualitySettings.asset b/StarTrooper/ProjectSettings/QualitySettings.asset deleted file mode 100644 index 6ca47a2ac..000000000 Binary files a/StarTrooper/ProjectSettings/QualitySettings.asset and /dev/null differ diff --git a/StarTrooper/ProjectSettings/TagManager.asset b/StarTrooper/ProjectSettings/TagManager.asset deleted file mode 100644 index fe7471fcd..000000000 Binary files a/StarTrooper/ProjectSettings/TagManager.asset and /dev/null differ diff --git a/StarTrooper/ProjectSettings/TimeManager.asset b/StarTrooper/ProjectSettings/TimeManager.asset deleted file mode 100644 index de5aa4356..000000000 Binary files a/StarTrooper/ProjectSettings/TimeManager.asset and /dev/null differ diff --git a/StarTrooper/ProjectSettings/UnityConnectSettings.asset b/StarTrooper/ProjectSettings/UnityConnectSettings.asset deleted file mode 100644 index 998882e8b..000000000 Binary files a/StarTrooper/ProjectSettings/UnityConnectSettings.asset and /dev/null differ diff --git a/StarTrooper/README.md b/StarTrooper/README.md deleted file mode 100644 index 75acd2343..000000000 --- a/StarTrooper/README.md +++ /dev/null @@ -1,8 +0,0 @@ -## StarTrooper重力感应飞行游戏 - -### 游戏预览 -![](./Previews/1.png) -![](./Previews/2.png) - -### Android版下载地址 -* [点我下载](https://pan.baidu.com/s/1LduNfNv_vgeKe2WAliRcow) 密码:k5du diff --git a/StarTrooper/StarTrooper.sln b/StarTrooper/StarTrooper.sln deleted file mode 100644 index 38972a1be..000000000 --- a/StarTrooper/StarTrooper.sln +++ /dev/null @@ -1,14 +0,0 @@ - -Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 2017 -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection -EndGlobal diff --git a/StarTrooper/UnityPackageManager/manifest.json b/StarTrooper/UnityPackageManager/manifest.json deleted file mode 100644 index 526aca605..000000000 --- a/StarTrooper/UnityPackageManager/manifest.json +++ /dev/null @@ -1,4 +0,0 @@ -{ - "dependencies": { - } -} diff --git a/UGUITraining/DragImageUGUI/README.md b/UGUITraining/DragImageUGUI/README.md new file mode 100644 index 000000000..bfc24070a --- /dev/null +++ b/UGUITraining/DragImageUGUI/README.md @@ -0,0 +1,7 @@ +## UGUI与鼠标控制知识点 +>* [unity2d 实现物体跟随鼠标绕一个点旋转效果](https://www.cnblogs.com/wayhb/p/5138885.html) +>* [UGUI随着鼠标旋转](https://www.233tw.com/unity/8312) +>* [Unity3D实现鼠标控制旋转转盘](https://www.zhangshengrong.com/p/On1vogQkay/) +>* [[Unity][UGUI]获得鼠标对应屏幕的坐标,图片跟随鼠标移动](https://blog.csdn.net/BuladeMian/article/details/79963041) +>* [Unity3D UGUI组件跟随鼠标运动](https://www.jianshu.com/p/ab0ce587b220) +>* [如何实现鼠标点击拖拽图片移动图片跟随移动](http://www.manongjc.com/detail/19-zstvtqchqalchca.html) \ No newline at end of file diff --git a/UGUITraining/README.md b/UGUITraining/README.md index adca96f0f..9b2733481 100644 --- a/UGUITraining/README.md +++ b/UGUITraining/README.md @@ -6,10 +6,9 @@ >* [5.UGUI常用控件组件练习](./UIBeta) >* [6.UGUI内核大探究(九)Image与RawImage](https://blog.csdn.net/ecidevilin/article/details/52556724?t=1502292525013) >* [7.关于Canvas/Canvas Scaler/Graphic Raycaster组件详解](http://gad.qq.com/article/detail/286881) ->* [8.UGUI 文本多语言方案](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668911888&idx=1&sn=ae6d1f4f41b3d76402de4d7fd81608ce&chksm=f1c9f162c6be7874f3e531d7d6c201218e5e0146f584e6c99d76e3aa838db68b3b1d66272ff7&mpshare=1&scene=23&srcid=1016haEg0r63aUmYvOcXqzyJ#rd) >* [9.CircleList-使用UGUI实现的圆形列表](https://www.cnblogs.com/blueberryzzz/p/9807580.html) >* [10.【厚积薄发】FairyGUI使用经验分享](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668912051&idx=1&sn=38536affd2af45d6934f98c811b44a5c&chksm=f1c9f1c1c6be78d74b4208f00ce4e0db0e406af63d2d64157178dd067fbd66e1992c3a303106&mpshare=1&scene=23&srcid=1029SglnR0QjMF5KIH1bYaNO#rd) ->* [11.UGUI源代码](https://bitbucket.org/Unity-Technologies/ui) +>* [11.UGUI源代码](https://github.com/Unity-Technologies/uGUI) >* [12.【Unity游戏开发】记一次解决 LuaFunction has been disposed 的bug的过程](https://www.cnblogs.com/msxh/p/10333558.html) >* [13.Unity中Animator做UI动画的一些细节](https://mp.weixin.qq.com/s/-dQ_Yo5YOMTDrTRzdfaR9w) >* [14.智能刘海屏适配库](https://github.com/wcl9900/NotchFit?tdsourcetag=s_pcqq_aiomsg) @@ -20,3 +19,37 @@ >* [Unity进阶技巧 - RectTransform详解](https://www.cnblogs.com/zhimalier/p/11633816.html) >* [Unity事件系统EventSystem简析](https://www.cnblogs.com/blueberryzzz/p/12216045.html) >* [一套简单的UI自动绑定框架](./UIViewBindDemo) +>* [SpriteAtlas + AssetBundle unable to use sprites](https://forum.unity.com/threads/spriteatlas-assetbundle-unable-to-use-sprites.494462/) +>* [【Unity游戏开发】SpriteAtlas与AssetBundle最佳食用方案](https://www.cnblogs.com/msxh/p/14194756.html) +>* [Unity技术之UGUI-SpriteAtlas(图集)查看工具](http://blog.gqylpy.com/gqy/21175/) +>* [Unity3D研究院之UI完整透下事件(一百二十二)](https://www.xuanyusong.com/archives/4773) +>* [Unity:语言国际化实现](https://blog.csdn.net/qq_30473517/article/details/98758811) +>* [Unity3D研究院之3D界面与2D界面的结合(一百二十四)](https://www.xuanyusong.com/archives/4783) +>* [RectTransform知识点总结](./RectTransform.md) +>* [NGUI与非NGUI的Render层级解决方案](https://mp.weixin.qq.com/s/lQyltLmasZmZKZ-OJ7OOHw) +>* [UGUI与鼠标控制知识点](./DragImageUGUI) +>* [使用unity UGUI制作各种类型摇杆](https://zhuanlan.zhihu.com/p/266077243) +>* [UGUI拖拽和范围限制](https://blog.csdn.net/qq_24733765/article/details/108860744) +>* [UGUI限制ui在屏幕内或指定区域内](http://www.u3d8.com/?p=1964) +>* [【UGUI源码分析】Unity遮罩之Mask详细解读](https://www.cnblogs.com/iwiniwin/p/15131528.html) +>* [【UGUI源码分析】Unity遮罩之RectMask2D详细解读](https://www.cnblogs.com/iwiniwin/p/15170384.html) +>* [Unity遮罩之Mask、RectMask2D与Sprite Mask适用场景分析](https://www.cnblogs.com/iwiniwin/p/15191362.html) +>* [Unity_uGUI_Advance_Reference](https://github.com/heppoko/Unity_uGUI_Advance_Reference) +>* [Unity红点系统(Lua语言实现)](https://www.blinkedu.cn/index.php/2021/08/20/213/) +>* [UGUI特效层级和裁剪问题](https://blog.csdn.net/m0_46712616/article/details/121385875) +>* [Unity 技术开放日 | 绝对干货 - Unity App开发利器,UIWidgets技术介绍](https://mp.weixin.qq.com/s/O1QAO7GkiLM7_Mv0llKPCQ) +>* [UIWidgets](https://github.com/Unity-Technologies/com.unity.uiwidgets) +>* [DragDropComponents](https://github.com/aillieo/DragDropComponents) +>* [[UGUI源码一]6千字带你入门UGUI源码](https://zhuanlan.zhihu.com/p/437704772) +>* [[UGUI源码二]Unity UI重建(Rebuild)源码分析](https://zhuanlan.zhihu.com/p/448293298) +>* [[UGUI性能优化]精灵图集(Sprite Atlas)保姆式教程](https://zhuanlan.zhihu.com/p/456101373) +>* [Unity UI Playables](https://github.com/Haruma-K/UnityUIPlayables) +>* [UnityUICulling](https://github.com/pschraut/UnityUICulling) +>* [Beautiful text outline for Unity UI](https://github.com/n-yoda/unity-vertex-effects) +>* [北京UUG-UIToolkit下一代UI系统](https://developer.unity.cn/projects/63271bfbedbc2a001e6a3920) +>* [UniJoystick](https://github.com/Bian-Sh/UniJoystick) +>* [基于UGUI的栈式导航框架,仿自Flutter路由API](https://github.com/Eashiong/StackUI) +>* [A smart solution for Safe Area in Unity](https://github.com/su10/AutoScreen-for-Unity2021) +>* [Unity Screen Navigator](https://github.com/Haruma-K/UnityScreenNavigator) +>* [UChart - data chart / data graph for untiy](https://github.com/spr1ngd/UChart) +>* [unity-bridge-ui-framework](https://github.com/zouhunter/unity-bridge-ui-framework) diff --git a/UGUITraining/RectTransform.md b/UGUITraining/RectTransform.md new file mode 100644 index 000000000..7d6cb9491 --- /dev/null +++ b/UGUITraining/RectTransform.md @@ -0,0 +1,5 @@ +### RectTransform知识总结 +>* [RectTransform简析](https://www.cnblogs.com/blueberryzzz/p/13737501.html) +>* [ugui在运行时改变RectTransform的大小和获取宽高](https://www.cnblogs.com/xhg986/p/7452013.html) +>* [Unity进阶技巧 - RectTransform详解](https://www.jianshu.com/p/dbefa746e50d) +>* [UGUI系列——RectTransform之UI宽高和SizeDelta](https://blog.csdn.net/zcaixzy5211314/article/details/86839636) \ No newline at end of file diff --git a/UNetTraining/Assembly-CSharp.csproj b/UNetTraining/Assembly-CSharp.csproj deleted file mode 100644 index 80664955b..000000000 --- a/UNetTraining/Assembly-CSharp.csproj +++ /dev/null @@ -1,82 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - - {BAE012E8-05D4-2BEA-2293-4EFCC782C4DC} - Library - Properties - Assembly-CSharp - v3.5 - 512 - Assets - - - true - full - false - Temp\bin\Debug\ - DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE - prompt - 4 - 0169 - - - pdbonly - true - Temp\bin\Release\ - prompt - 4 - 0169 - - - - - - - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll - - - - - - - - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/PlaymodeTestsRunner/UnityEngine.PlaymodeTestsRunner.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll - - - - - - diff --git a/UNetTraining/Assets/Material.meta b/UNetTraining/Assets/Material.meta deleted file mode 100644 index f2e50373d..000000000 --- a/UNetTraining/Assets/Material.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 83b53b84c241bb447b785900804ea285 -folderAsset: yes -timeCreated: 1482058859 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Material/Black.mat b/UNetTraining/Assets/Material/Black.mat deleted file mode 100644 index c76c29ac9..000000000 Binary files a/UNetTraining/Assets/Material/Black.mat and /dev/null differ diff --git a/UNetTraining/Assets/Material/Black.mat.meta b/UNetTraining/Assets/Material/Black.mat.meta deleted file mode 100644 index a2eddf9da..000000000 --- a/UNetTraining/Assets/Material/Black.mat.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 247171e2c1ea89542b6afb57b90c6989 -timeCreated: 1482420658 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Prefabs.meta b/UNetTraining/Assets/Prefabs.meta deleted file mode 100644 index 246d18eac..000000000 --- a/UNetTraining/Assets/Prefabs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 7fd2d8bc1e8cb554687a0e0e4b1fca95 -folderAsset: yes -timeCreated: 1482059067 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Prefabs/Bullet.prefab b/UNetTraining/Assets/Prefabs/Bullet.prefab deleted file mode 100644 index 5b8075a09..000000000 Binary files a/UNetTraining/Assets/Prefabs/Bullet.prefab and /dev/null differ diff --git a/UNetTraining/Assets/Prefabs/Bullet.prefab.meta b/UNetTraining/Assets/Prefabs/Bullet.prefab.meta deleted file mode 100644 index 049ce573c..000000000 --- a/UNetTraining/Assets/Prefabs/Bullet.prefab.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8e8f75c71fae0944a95ace263b73a890 -timeCreated: 1484320574 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Prefabs/Enemy.prefab b/UNetTraining/Assets/Prefabs/Enemy.prefab deleted file mode 100644 index ca1951c4c..000000000 Binary files a/UNetTraining/Assets/Prefabs/Enemy.prefab and /dev/null differ diff --git a/UNetTraining/Assets/Prefabs/Enemy.prefab.meta b/UNetTraining/Assets/Prefabs/Enemy.prefab.meta deleted file mode 100644 index 423d1c95c..000000000 --- a/UNetTraining/Assets/Prefabs/Enemy.prefab.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0f927ff74b8d6f54ea06942dedec931b -timeCreated: 1482420813 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Prefabs/Player.prefab b/UNetTraining/Assets/Prefabs/Player.prefab deleted file mode 100644 index 4671e7989..000000000 Binary files a/UNetTraining/Assets/Prefabs/Player.prefab and /dev/null differ diff --git a/UNetTraining/Assets/Prefabs/Player.prefab.meta b/UNetTraining/Assets/Prefabs/Player.prefab.meta deleted file mode 100644 index 3f5392353..000000000 --- a/UNetTraining/Assets/Prefabs/Player.prefab.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: adb9b7af8bb71694ea6f97b3f6bca71b -timeCreated: 1482420813 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Scenes.meta b/UNetTraining/Assets/Scenes.meta deleted file mode 100644 index c144e57db..000000000 --- a/UNetTraining/Assets/Scenes.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 079fcf31aea85e54ca368666f7bc55ab -folderAsset: yes -timeCreated: 1482058831 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Scenes/MainScene.unity b/UNetTraining/Assets/Scenes/MainScene.unity deleted file mode 100644 index a0945e73e..000000000 Binary files a/UNetTraining/Assets/Scenes/MainScene.unity and /dev/null differ diff --git a/UNetTraining/Assets/Scenes/MainScene.unity.meta b/UNetTraining/Assets/Scenes/MainScene.unity.meta deleted file mode 100644 index 6f2a0976e..000000000 --- a/UNetTraining/Assets/Scenes/MainScene.unity.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8e25cf03ff0d95d43b3512e561f64eed -timeCreated: 1482058877 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Scripts.meta b/UNetTraining/Assets/Scripts.meta deleted file mode 100644 index ad0de1136..000000000 --- a/UNetTraining/Assets/Scripts.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b03097334afaa404e86156baf46f8de7 -folderAsset: yes -timeCreated: 1482058842 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Scripts/Bullet.cs b/UNetTraining/Assets/Scripts/Bullet.cs deleted file mode 100644 index 994ab1f04..000000000 --- a/UNetTraining/Assets/Scripts/Bullet.cs +++ /dev/null @@ -1,19 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class Bullet : MonoBehaviour -{ - public int damage; - - public void OnCollisionEnter(Collision collider) - { - GameObject player = collider.gameObject; - Health _health = player.GetComponent(); - if (_health != null) - { - _health.TakeDamage(damage); - } - Destroy(this.gameObject); - } -} diff --git a/UNetTraining/Assets/Scripts/Bullet.cs.meta b/UNetTraining/Assets/Scripts/Bullet.cs.meta deleted file mode 100644 index 602c66bd9..000000000 --- a/UNetTraining/Assets/Scripts/Bullet.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 48099e3dfaef5a54c988a59075bb7331 -timeCreated: 1484666192 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Scripts/EnemySpawner.cs b/UNetTraining/Assets/Scripts/EnemySpawner.cs deleted file mode 100644 index 56fd8fa04..000000000 --- a/UNetTraining/Assets/Scripts/EnemySpawner.cs +++ /dev/null @@ -1,22 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Networking; - -public class EnemySpawner : NetworkBehaviour -{ - - public GameObject EnemyPerfab; - public int EnemyNums; - public override void OnStartServer() - { - for (int i = 0; i < EnemyNums; i++) - { - Vector3 position = new Vector3(Random.Range(-6f,6f),0,Random.Range(-6f,6f)); - Quaternion quaternion = Quaternion.Euler(0,Random.Range(0,360),0); - GameObject Enemy = Instantiate(EnemyPerfab, position, quaternion); - - NetworkServer.Spawn(Enemy); - } - } -} diff --git a/UNetTraining/Assets/Scripts/EnemySpawner.cs.meta b/UNetTraining/Assets/Scripts/EnemySpawner.cs.meta deleted file mode 100644 index 7d1123e0e..000000000 --- a/UNetTraining/Assets/Scripts/EnemySpawner.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: c4ef5058a921dac4796c90b32c7cbad1 -timeCreated: 1486135616 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Scripts/Health.cs b/UNetTraining/Assets/Scripts/Health.cs deleted file mode 100644 index 97115e72c..000000000 --- a/UNetTraining/Assets/Scripts/Health.cs +++ /dev/null @@ -1,58 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Networking; -using UnityEngine.UI; - -public class Health : NetworkBehaviour -{ - - public const int maxHealth = 100; - [SyncVar(hook = "OnHealthChanged")] - public int currentHealth = maxHealth; - public Slider _slider; - public bool DestoryOnDamage = false; - private NetworkStartPosition[] spawnPositions; - - public void TakeDamage(int damage) - { - if (isServer == false) return; - currentHealth -= damage; - if (currentHealth < 0) - { - if (DestoryOnDamage) - { - Destroy(gameObject); - return; - } - currentHealth = 100; - Debug.Log("Dead!"); - RpcReSpawn(); - } - } - - void Start() - { - if (isLocalPlayer) - { - spawnPositions = FindObjectsOfType(); - } - } - - void OnHealthChanged(int health) - { - _slider.value = health / (float)maxHealth; - } - - [ClientRpc] - void RpcReSpawn() - { - if(isLocalPlayer == false)return; - Vector3 spawnPoint = Vector3.zero; - if (spawnPositions != null && spawnPositions.Length > 0) - { - spawnPoint = spawnPositions[Random.Range(0, spawnPositions.Length)].transform.position; - } - transform.position = spawnPoint; - } -} diff --git a/UNetTraining/Assets/Scripts/Health.cs.meta b/UNetTraining/Assets/Scripts/Health.cs.meta deleted file mode 100644 index 32ab596fb..000000000 --- a/UNetTraining/Assets/Scripts/Health.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 30041800a2d833b4eb6022c694aa5596 -timeCreated: 1484665785 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Scripts/LookAtCamera.cs b/UNetTraining/Assets/Scripts/LookAtCamera.cs deleted file mode 100644 index 983bc149a..000000000 --- a/UNetTraining/Assets/Scripts/LookAtCamera.cs +++ /dev/null @@ -1,11 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class LookAtCamera : MonoBehaviour { - - // Update is called once per frame - void Update () { - transform.LookAt(Camera.main.transform); - } -} diff --git a/UNetTraining/Assets/Scripts/LookAtCamera.cs.meta b/UNetTraining/Assets/Scripts/LookAtCamera.cs.meta deleted file mode 100644 index 1a9260c74..000000000 --- a/UNetTraining/Assets/Scripts/LookAtCamera.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 359060480aaeb2244a966fa5053047db -timeCreated: 1484839524 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/UNetTraining/Assets/Scripts/PlayerController.cs b/UNetTraining/Assets/Scripts/PlayerController.cs deleted file mode 100644 index bfd9eb111..000000000 --- a/UNetTraining/Assets/Scripts/PlayerController.cs +++ /dev/null @@ -1,48 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Networking; - -public class PlayerController : NetworkBehaviour -{ - - public float rotateSpeed=120f; - public float moveSpeed = 10f; - public GameObject BulletPrefab; - public Transform BulletSpawn; - // Update is called once per frame - void Update () - { - if (isLocalPlayer == false) return; //只有是localPlayer时才控制移动 - float h = Input.GetAxis("Horizontal"); - float v = Input.GetAxis("Vertical"); - this.transform.Rotate(Vector3.up*h*rotateSpeed*Time.deltaTime); - this.transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime * v); - - if (Input.GetKeyDown(KeyCode.Space)) - { - CmdFire(); - } - } - - public override void OnStartLocalPlayer() - { - //只会在生成本地角色时调用 - GetComponent().material.color=Color.blue; - } - - [Command] //called in clint ,run in server - private void CmdFire() - { - //在Server端生成子弹,然后同步到各个客户端 - GameObject _bullet = Instantiate(BulletPrefab, BulletSpawn.position, BulletSpawn.rotation); - _bullet.GetComponent().velocity = BulletSpawn.forward*10; - Destroy(_bullet,2); - NetworkServer.Spawn(_bullet); - } - - void OnCollisionEnter(Collision collider) - { - Debug.Log("1111"); - } -} diff --git a/UNetTraining/Assets/Scripts/PlayerController.cs.meta b/UNetTraining/Assets/Scripts/PlayerController.cs.meta deleted file mode 100644 index e665c02e8..000000000 --- a/UNetTraining/Assets/Scripts/PlayerController.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 5a4d0a2b225096046b68d19d34499f87 -timeCreated: 1483889778 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@@ -## UNet功能练习   -## UNet局域网射击小游戏   - ->* 开发环境 -Unity5.5.0f3+vs2013   ->*  预览 -![](https://github.com/XINCGer/Unity3DTraining/blob/master/UNetTraining/Previews/Previews1.png) -![](https://github.com/XINCGer/Unity3DTraining/blob/master/UNetTraining/Previews/Previews2.png) ->* Win版下载 -[点我下载](http://pan.baidu.com/s/1i4ZT2Zz)密码:hoqh - -## Unity3D UNet网络组件详解 - -### UNet常见概念简介 - -* Spawn:简单来说,把服务器上的GameObject,根据上面的NetworkIdentity组件找到对应监视连接,在监视连接里生成相应的GameObject. - -* Command:客户端调用,服务器执行,这样客户端调用的参数必需要UNet可以序列化,这样服务器在执行时才能把参数反序列化。需要注意,在客户端需要有权限的NetworkIdentity组件才能调用Command命令。 - -* ClientRpc:服务端调用,客户端执行,同上,服务端的参数序列化到客户端执行,一般来说,服务端会找到上面的NetworkIdentity组件,确定那些客户端在监视这个NetworkIdentity,Rpc命令会发送给所有的监视客户端。 - -* Server/ServerCallback:只在服务器端运行,Callback是Unity内部函数。 - -* Client/ClientCallback:同上,只在客户端运行,Callback是Unity内部函数。 - -* SyncVar:服务器的值能自动同步到客户端,保持客户端的值与服务器一样。客户端值改变并不会影响服务器的值。 - -  上面的大部分特性都会转化成相应的MsgType,其中服务器调用,客户端执行对应MsgType有如Spawn,ClientRpc,SyncVar对应的MsgType分别为ObjectSpawn,Rpc,UpdateVars,这些都是NetworkServer调用,客户端得到相应消息,执行相应方法。客户端调用,服务器执行的MsgType有如Command,客户端发送,服务器检测到相应消息后执行。 -   - -### UNet主要类介绍 - -* NetworkIdentity组件介绍:网络物体最基本的组件,客户端与服务器确认是否是一个物体(netID),也用来表示各个状态,如是否是服务器,是否是客户端,是否有权限,是否是本地玩家等。一个简单例子,A是Host(又是服务器,又是客户端),B是一个Client,A与B分别有一个玩家PlayA与PlayB.在机器A上,playA与playB isServer为true,isClent为true,其中playA有权限,是本地玩家,B没权限,也不是本地玩家。在机器B上,playA与playB isServer为false,isClent为true,其中playB有权限,是本地玩家,A没权限,也不是本地玩家。A与B上的PlayA的netID相同,A与B上的PlayB的netID也相同,其中netID用来表示他们是同一网络物体在不同的机器上。在下面用网络物体来表示带有NetworkIdentity组件的GameObject. -* NetworkConnection:定义一个客户端与服务器的连接,包含当前客户端监视那些服务器上的网络物体,以及封装发送和接收到服务器的消息。 - -* NetworkClient:主要持有当前NetworkConnection对象与所有NetworkClient列表的静态对象,处理一些默认客户端的消息。 - -* 网络物体上的监视者就是一个或多个NetworkConnection,用来表示一个或多个客户端对这个网络物体保持监视,那么当这个网络物体在服务器上更新后,会自动更新对所有监视者的对应的网络物体。 - -* NetworkScene:简单来说,1Server与Client需要维护一个网络物体列表,Server可以遍历所有网络物体发送消息等,并且维持Server与Client上的网络物体保持同步,并且客户端记录需要注册的prefab列表.其中NetworkServer与ClientScene都包含一个NetworkScene对象,引用网络物体列表。 - -* NetworkServer:主要持有一个NetworkScene并且做一些只有在服务器上才能对网络服务做的事,如spawn, destory等。以及维护所有客户端连接。 - -* ClientScene:主要持有一个静态NetworkScene对象,用于注册网络物体的prefab列表,以及客户端场景上已经有的网络物体列表,处理SyncVar,Rpc,SyncEvent特性等,还有以及ObjectSpawn,objectDestroy,objectHide消息等。 - -### UNet用时想到的问题 - -* 问题1 spawn发生了什么,客户端为什么要注册相应的prefab. - 当服务器spawn一个网络物体时,网络物体调用OnStartServer,分配netID.并注册到相应服务器上的的NetworkScene的网络物体列表中,更新如isServer为true等信息。 - 查找所有客户端连接,查看每个客户端连接是否需要监视这个网络物体,如果为true,那么给这个客户端上一个消息MsgType.ObjectSpawn或是MsgType.ObjectSpawnScene(这种一般是服务场景变换后自动调用),并传递上面的netID. - 当客户端接受到ObjectSpawn消息,会在注册的prefab里查找,查找到后Instantiate个网络物体,当接受到ObjectSpawnScene时,会在场景里查找这个网络物体,然后都注册到ClientScene里的NetworkScene的网络物体列表中,并更新netID与服务器的一样。更新如isClent为true等信息。 - 我们手动spawn一个物体时,调用的是ObjectSpawn消息,客户端接到这个消息处理得到一个assetID,我们要根据prefabe实例一个新对象,只有客户端注册了相应的prefabe信息才能根据对应的assetID找到prefabe. - -* 问题2 NetworkIdentity的netID表示什么,那个时候分配。 - -  当服务器与客户端的netID相同,表示他们是同一物体,相应标示如SyncVar,服务器变了,对应客户端上相同的netID的网络物体,更新成服务器上的数据,Rpc,Commandg 一般也是相同的netID之间调用。 - -  分配一般发生在服务器spawn一个网络物体时,网络物体调用OnStartServer时发生产生netID。 - -  在客户端接受相应的ObjectSpawn消息,会把服务器上的对应物体的netID传递过来,产生新的网络物体并赋这个netID。 - -* 问题3 NetworkIdentity的sceneID是什么,在场景里已经有NetworkIdentity组件的物体是如何在客户端与服务器联系的。 - -  当网络物体并不是spawn产生在服务器与客户端,而是在服务器与客户端场景本身就有时,我们也需要在服务器与客户端之间建立联系,这种物体会有一个sceneID来标示,这种模型一般是服务器场景变换完成后,NetworkServer调用spawnObjects会把这种网络物体与所有客户端同步,当spawn完成后过后,相应客户端会产生一个和服务端相同的netID。 - -* 问题4 服务器场景切换后,各个NetworkIdentity组件的物体如何与客户端联系。 - -  如下顺序因为有异步操作,并不能确定,如下顺序只是一般可能的顺序。 - - 服务器异步调用场景,发送给所有客户端开始切换场景。MsgType.Scene - - 客户端接受MsgType.Scene,开始切换场景。 - - 服务器场景完成,会查找所有的网络物体,然后spawn这些网络物体,这样各个网络物体通过相同的netID联系起来。 - - 客户端场景完成后,再次调用OnClientConnect,一般来说,不执行任何操作。 - -* 问题5 客户端为什么要网络物体的权限,它有了权限能做什么。 - -  一般来说,当spawn某个服务器上的网络物体后,服务器有它的权限,客户端并不能更改这个网络物体,或是说更改这个网络物体相应的属性后并不能同步到服务器和别的客户端上,只是本机上能看到改变。 - -  那么我如果需要能改变这个网络物体上的状态,并能同步到所有别的客户端上,我们需要拥有这个网络物体的权限,因为这样才能在本机上发送Command命令,才能告诉服务器我改变了状态,服务器也才能告诉所有客户端这个网络物体改变了状态。 - -  其中本地player在创建时,当前客户端对本地player有权限。客户端上有权限的网络物体上的SyncVar改变后,也并不会能同步到服务器,服务器根本没有注册UpdateVars消息,这种还是需要客户端自己调用Command命令。 - -* 问题6 UNet常见的封装状态同步处理有那些,其中NetworkTransform与NetworkAnimator分别怎样通信,如果是客户端权限的网络物体又是怎么通信的了。 - -  UNet常见的封装状态同步状态方法有二种。 - - 一是通过ClientRpc与Command是封装发送消息。客户端与服务端一方调用,然后序列化相应的参数,然后到服务器与客户端反序列化参数执行。 - - 二是网络内置的序列化与反序列化,序列化服务器的状态,然后客户端反序列化相应的值,如SyncVar通过相应的OnSerialize,OnDeserialize.这种只能同步服务器到客户端。 - -  这二种本质都是客户端与服务器互相发送MsgType消息,对应的服务器与客户端注册相应消息处理。NetworkAnimator 服务器上的动画改变,会发消息通知所有客户端相应状态改变了,如Rpc。NetworkTransform 服务器通过OnSerialize序列化相应的值,然后客户端反序列化相应的值。 - -  如果客户端有对应NetworkTransform与NetworkAnimator网络物体的权限。NetworkAnimator 相应客户端提交状态到服务器上,然后分发到所有客户端,相当于调用了Command,并在Command里调用了Rpc方法。NetworkTransform 相应客户端发送消息到服务器上,服务器更新相应位置,方向。然后通过反序列化到所有客户端。 - -  所以如果客户端有授权,那么NetworkAnimator与NetworkTransform在服务器或是有授权的客户端的状态改变都能更新到所有客户端,注意这二个组件对localPlayerAuthority的处理不同,在NetworkTransform中,localPlayerAuthority为false时,客户端不能更新到所有客户端,在NetworkAnimator中,localPlayerAuthority为true时,服务器不能更新到客户端上。 - -  其中注意SyncVar特性,就算客户端授权,客户端改变后,也不会同步到别的机器上。 - -  所以如果我们自己设计类似的网络组件,需要考虑客户端授权的相应处理,就是差不多添加一个Command命令。 - -* 问题7 客户端授权与本地player授权有什么区别。 - -  一般物体的权限都在服务器上,如果要对网络物体授权给客户端,一般通过SpawnWithClientAuthority实现,这样在相应客户端上的hasAuthority为true,其中相应的playerControllerID为-1。 - -  而本地player授权localPlayerAuthority,在相应的网络物体上的Local Player Authority勾选上,在对这个网络物体的所有监视客户端上,本地player授权都是true,这种一般用于玩家,或是玩家控制位移的物体,playerControllerID大于等于0。 - -  所以客户端授权针对是某个客户端,在这个客户端上的这个网络物体的hasAuthority为true,而本地player针对是某个网络物体,在所有客户端上的这个网络物体的localPlayerAuthority都为true. - -* 问题8 UNet怎么实现迷雾地图 - -  通过NetworkProximityChecker,这样每桢检测当前网络物体的监视连接,确定那些客户端需要这个网络物体。同样,想实现更复杂的可以自己实现类似。 - -* 问题9 NetworkServer.Destroy做了啥 - -  必须是网络物体,且最好能在服务器调用,调用时,发给所有的监视Connect,销毁对应网络物体,然后服务器销毁。请看MsgType.ObjectDestroy消息流程. - -  需要注意的是在服务器中,Destroy某网络物体,会自动调用NetworkServer.Destroy。代码在NetworkIdentity.OnDestroy. - -* 问题10 服务器添加角色时做了那些事。 - -  当客户端连接服务器时,设置自动创建角色后,会自动创建角色。 - -  1 服务器添加一个player,设定playercontrollerID - -  2 设置当前conn的ready为true.然后检测当前的conn是否需要监视服务器上NetworkScene的网络物体列表的各个网络物体,其中客户端上的isspawnFinished表示NetworkScene的网络物体列表是否检测完成。 - -  3 把服务器的player的spawn下去,设定对应网络物体记录的本地权限客户端为当前客户端,相应的playercontrollerid发送到客户端。 - -* 问题11 NetworkClient与networkServer的active表示什么,那些时候用 - -  networkServer开始监听后,设定active为true。 - -  networkClient连接上服务器后,设定为true。 - -  当有些消息发送,或是Rpc与Command等的调用时,时机可能会在active之前,引发错误。 - -* 问题12 网络的Update做些啥。 - -  1 服务器更新,处理一些如客户端链接与丢失链接,还有接收消息并找到对应事件处理,以及序列化服务器网络物体要更新的数据。 - -  2 客户端更新,如上服务器的处理,主要也是相应消息处理。 - -  3 检查服务器与客户端的场景是否加载完成。 - -最后,想象一下,在网络环境下,我们拉开弓箭,生成箭,箭在客户端上缓缓拉开,我们应该如何做? - -  首先弓箭要让所有客户端看的到,我们要在服务器上生成,然后spawn分发到相应多个客户端,然后当前客户端还需要当前箭的权限,这样当前用户才能控制这把箭,并把当前用户控制箭产生的新位置同步给所有的客户端。 - -  其次如果采用Valve的LabRender渲染器,需要在开始服务器时关闭,等到对应的角色加载后,再通过localplayer打开各自对应的valveCamer,不然服务器上的valveCamer可能得不到正确的阴影图。 diff --git a/UNetTraining/UNetTraining.sln b/UNetTraining/UNetTraining.sln deleted file mode 100644 index df335eb2e..000000000 --- a/UNetTraining/UNetTraining.sln +++ /dev/null @@ -1,23 +0,0 @@ -Microsoft Visual Studio Solution File, Format Version 11.00 -# Visual Studio 2008 - -Project("{09657CF2-5228-E5E0-06A9-CC9C44236A0C}") = "UNetTraining", "Assembly-CSharp.csproj", "{BAE012E8-05D4-2BEA-2293-4EFCC782C4DC}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {BAE012E8-05D4-2BEA-2293-4EFCC782C4DC}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {BAE012E8-05D4-2BEA-2293-4EFCC782C4DC}.Debug|Any CPU.Build.0 = Debug|Any CPU - {BAE012E8-05D4-2BEA-2293-4EFCC782C4DC}.Release|Any CPU.ActiveCfg = Release|Any CPU - {BAE012E8-05D4-2BEA-2293-4EFCC782C4DC}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection - GlobalSection(MonoDevelopProperties) = preSolution - StartupItem = Assembly-CSharp.csproj - EndGlobalSection -EndGlobal diff --git a/UNetTraining/UNetTraining.v12.suo b/UNetTraining/UNetTraining.v12.suo deleted file mode 100644 index 8f10ce76e..000000000 Binary files a/UNetTraining/UNetTraining.v12.suo and /dev/null differ diff --git a/UnityEditorExtension/AboutRazorEngine/README.md b/UnityEditorExtension/AboutRazorEngine/README.md new file mode 100644 index 000000000..be5dcf0d1 --- /dev/null +++ b/UnityEditorExtension/AboutRazorEngine/README.md @@ -0,0 +1,7 @@ +## 关于RazorEngine的知识点收集 + +>* [razorengine官网](https://archive.codeplex.com/?p=razorengine) +>* [razorengine Github仓库地址](https://github.com/Antaris/RazorEngine) +>* [模版引擎RazorEngine简介](https://www.cnblogs.com/everylittlebit/p/5425277.html) +>* [Razor简介](https://www.jianshu.com/p/0cdee6fb7949) +>* [RazorEngineCore](https://github.com/adoconnection/RazorEngineCore) diff --git a/CircusGameOnFC/Assets/Resources/Material.meta b/UnityEditorExtension/AssetProcessDemo/Assets/Editor.meta similarity index 58% rename from CircusGameOnFC/Assets/Resources/Material.meta rename to UnityEditorExtension/AssetProcessDemo/Assets/Editor.meta index 310933d2b..e6abcc9f3 100644 --- a/CircusGameOnFC/Assets/Resources/Material.meta +++ b/UnityEditorExtension/AssetProcessDemo/Assets/Editor.meta @@ -1,9 +1,8 @@ fileFormatVersion: 2 -guid: 2f1d76629082dbc4d80eb2ecc2728d0d +guid: 4f6724cc115f60347a6c64101c6d5ef3 folderAsset: yes -timeCreated: 1508166420 -licenseType: Pro DefaultImporter: + externalObjects: {} userData: assetBundleName: assetBundleVariant: diff --git a/UnityEditorExtension/AssetProcessDemo/Assets/Editor/FBXPostProcesser.cs b/UnityEditorExtension/AssetProcessDemo/Assets/Editor/FBXPostProcesser.cs new file mode 100644 index 000000000..7fb4500b8 --- /dev/null +++ b/UnityEditorExtension/AssetProcessDemo/Assets/Editor/FBXPostProcesser.cs @@ -0,0 +1,121 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System.IO; + +public class FBXPostProcesser : AssetPostprocessor +{ + #region 模型处理 + /// + /// 模型导入之前调用 + /// + public void OnPreprocessModel() + { + + //判断资源是否是首次导入 +#if UNITY_2019_3_OR_NEWER + if (!assetImporter.importSettingsMissing) + { + assetImporter.userData = "v_0.0.1"; + return; + } +#else + var metaPath = this.assetPath + ".meta"; + if (File.Exists(metaPath)) + { + return; + } +#endif + + Debug.Log("==模型导入之前调用==" + this.assetPath); + ModelImporter modelImporter = (ModelImporter)assetImporter; + + //模型优化 + modelImporter.optimizeMesh = true; + modelImporter.optimizeGameObjects = true; + modelImporter.animationCompression = ModelImporterAnimationCompression.Optimal; + modelImporter.animationRotationError = 1.0f; + modelImporter.animationPositionError = 1.0f; + modelImporter.animationScaleError = 1.0f; + } + + + /// + /// 模型导入之后调用 + /// + /// + public void OnPostprocessModel(GameObject go) + { + //判断资源是否是首次导入 +#if UNITY_2019_3_OR_NEWER + if (!assetImporter.importSettingsMissing) + { + return; + } +#else + var metaPath = this.assetPath + ".meta"; + if (File.Exists(metaPath)) + { + return; + } +#endif + + // for skeleton animations. + Debug.Log("==模型导入之后调用=="); + List animationClipList = new List(AnimationUtility.GetAnimationClips(go)); + if (animationClipList.Count == 0) + { + AnimationClip[] objectList = Object.FindObjectsOfType(typeof(AnimationClip)) as AnimationClip[]; + animationClipList.AddRange(objectList); + } + + foreach (AnimationClip theAnimation in animationClipList) + { + try + { + // 去除scale曲线 + //foreach (EditorCurveBinding theCurveBinding in AnimationUtility.GetCurveBindings(theAnimation)) + //{ + // string name = theCurveBinding.propertyName.ToLower(); + // if (name.Contains("scale")) + // { + // AnimationUtility.SetEditorCurve(theAnimation, theCurveBinding, null); + // } + //} + + // 浮点数精度压缩到f3 + AnimationClipCurveData[] curves = null; + curves = AnimationUtility.GetAllCurves(theAnimation); + Keyframe key; + Keyframe[] keyFrames; + for (int ii = 0; ii < curves.Length; ++ii) + { + AnimationClipCurveData curveDate = curves[ii]; + if (curveDate.curve == null || curveDate.curve.keys == null) + { + //Debuger.LogWarning(string.Format("AnimationClipCurveData {0} don't have curve; Animation name {1} ", curveDate, animationPath)); + continue; + } + keyFrames = curveDate.curve.keys; + for (int i = 0; i < keyFrames.Length; i++) + { + key = keyFrames[i]; + key.value = float.Parse(key.value.ToString("f3")); + key.inTangent = float.Parse(key.inTangent.ToString("f3")); + key.outTangent = float.Parse(key.outTangent.ToString("f3")); + keyFrames[i] = key; + } + curveDate.curve.keys = keyFrames; + theAnimation.SetCurve(curveDate.path, curveDate.type, curveDate.propertyName, curveDate.curve); + } + } + catch (System.Exception e) + { + Debug.LogError(string.Format("CompressAnimationClip Failed !!! animationPath : {0} error: {1}", assetPath, e)); + } + } + } + #endregion + +} diff --git a/CircusGameOnFC/Assets/Scripts/AudioManager.cs.meta b/UnityEditorExtension/AssetProcessDemo/Assets/Editor/FBXPostProcesser.cs.meta similarity index 69% rename from CircusGameOnFC/Assets/Scripts/AudioManager.cs.meta rename to UnityEditorExtension/AssetProcessDemo/Assets/Editor/FBXPostProcesser.cs.meta index 96eb0d725..2a73620b6 100644 --- a/CircusGameOnFC/Assets/Scripts/AudioManager.cs.meta +++ b/UnityEditorExtension/AssetProcessDemo/Assets/Editor/FBXPostProcesser.cs.meta @@ -1,8 +1,7 @@ fileFormatVersion: 2 -guid: e839f20327ac7f04f84371b424f5fa4a -timeCreated: 1508338269 -licenseType: Pro +guid: fa317f1877fa9924e93ee655adc03c4c MonoImporter: + externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 diff --git a/CircusGameOnFC/Assets/Resources.meta 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b/UnityEditorExtension/AssetProcessDemo/Assets/Scenes/SampleScene.unity.meta @@ -1,8 +1,7 @@ fileFormatVersion: 2 -guid: f0ca33f881f64b24f8203054139cb338 -timeCreated: 1508167580 -licenseType: Pro +guid: cd3631ec66fa85c429f2aa5ce49c12e8 DefaultImporter: + externalObjects: {} userData: assetBundleName: assetBundleVariant: diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/AudioManager.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/AudioManager.asset similarity index 93% rename from UnityEditorExtension/NodeEditor/ProjectSettings/AudioManager.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/AudioManager.asset index da6112576..4f31e7448 100644 --- a/UnityEditorExtension/NodeEditor/ProjectSettings/AudioManager.asset +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/AudioManager.asset @@ -8,7 +8,7 @@ AudioManager: Doppler Factor: 1 Default Speaker Mode: 2 m_SampleRate: 0 - m_DSPBufferSize: 0 + m_DSPBufferSize: 1024 m_VirtualVoiceCount: 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serializedVersion: 7 + serializedVersion: 8 m_Gravity: {x: 0, y: -9.81, z: 0} m_DefaultMaterial: {fileID: 0} m_BounceThreshold: 2 @@ -19,7 +19,8 @@ PhysicsManager: m_ContactsGeneration: 1 m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_AutoSimulation: 1 - m_AutoSyncTransforms: 1 + m_AutoSyncTransforms: 0 + m_ReuseCollisionCallbacks: 1 m_ClothInterCollisionSettingsToggle: 0 m_ContactPairsMode: 0 m_BroadphaseType: 0 diff --git a/ChangeCharacter/ProjectSettings/EditorBuildSettings.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/EditorBuildSettings.asset similarity index 58% rename from ChangeCharacter/ProjectSettings/EditorBuildSettings.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/EditorBuildSettings.asset index 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b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/GraphicsSettings.asset similarity index 95% rename from ChangeCharacter/ProjectSettings/GraphicsSettings.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/GraphicsSettings.asset index ff4bba533..cd1c3d65a 100644 --- a/ChangeCharacter/ProjectSettings/GraphicsSettings.asset +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/GraphicsSettings.asset @@ -35,13 +35,14 @@ GraphicsSettings: - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0} m_PreloadedShaders: [] m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} m_CustomRenderPipeline: {fileID: 0} m_TransparencySortMode: 0 m_TransparencySortAxis: {x: 0, y: 0, z: 1} - m_DefaultRenderingPath: 2 + m_DefaultRenderingPath: 1 m_DefaultMobileRenderingPath: 1 m_TierSettings: [] m_LightmapStripping: 0 diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/InputManager.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/InputManager.asset similarity index 100% rename from UnityEditorExtension/NodeEditor/ProjectSettings/InputManager.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/InputManager.asset diff --git a/ChangeCharacter/ProjectSettings/NavMeshAreas.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/NavMeshAreas.asset similarity index 100% rename from ChangeCharacter/ProjectSettings/NavMeshAreas.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/NavMeshAreas.asset diff --git a/ChangeCharacter/ProjectSettings/NetworkManager.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/NetworkManager.asset similarity index 100% rename from ChangeCharacter/ProjectSettings/NetworkManager.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/NetworkManager.asset diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/Physics2DSettings.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/Physics2DSettings.asset similarity index 94% rename from UnityEditorExtension/NodeEditor/ProjectSettings/Physics2DSettings.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/Physics2DSettings.asset index 132ee6bc8..57760e2eb 100644 --- a/UnityEditorExtension/NodeEditor/ProjectSettings/Physics2DSettings.asset +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/Physics2DSettings.asset @@ -3,7 +3,7 @@ --- !u!19 &1 Physics2DSettings: m_ObjectHideFlags: 0 - serializedVersion: 3 + serializedVersion: 4 m_Gravity: {x: 0, y: -9.81} m_DefaultMaterial: {fileID: 0} m_VelocityIterations: 8 @@ -24,7 +24,8 @@ Physics2DSettings: m_QueriesStartInColliders: 1 m_ChangeStopsCallbacks: 0 m_CallbacksOnDisable: 1 - m_AutoSyncTransforms: 1 + m_ReuseCollisionCallbacks: 1 + m_AutoSyncTransforms: 0 m_AlwaysShowColliders: 0 m_ShowColliderSleep: 1 m_ShowColliderContacts: 0 diff --git a/UnityEditorExtension/AssetProcessDemo/ProjectSettings/PresetManager.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/PresetManager.asset new file mode 100644 index 000000000..820e662d5 --- /dev/null +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/PresetManager.asset @@ -0,0 +1,27 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1386491679 &1 +PresetManager: + m_ObjectHideFlags: 0 + m_DefaultList: + - type: + m_NativeTypeID: 108 + m_ManagedTypePPtr: {fileID: 0} + m_ManagedTypeFallback: + defaultPresets: + - m_Preset: {fileID: 2655988077585873504, guid: c1cf8506f04ef2c4a88b64b6c4202eea, + type: 2} + - type: + m_NativeTypeID: 1020 + m_ManagedTypePPtr: {fileID: 0} + m_ManagedTypeFallback: + defaultPresets: + - m_Preset: {fileID: 2655988077585873504, guid: 0cd792cc87e492d43b4e95b205fc5cc6, + type: 2} + - type: + m_NativeTypeID: 1006 + m_ManagedTypePPtr: {fileID: 0} + m_ManagedTypeFallback: + defaultPresets: + - m_Preset: {fileID: 2655988077585873504, guid: 7a99f8aa944efe94cb9bd74562b7d5f9, + type: 2} diff --git a/ChangeCharacter/ProjectSettings/ProjectSettings.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/ProjectSettings.asset similarity index 74% rename from ChangeCharacter/ProjectSettings/ProjectSettings.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/ProjectSettings.asset index ebcb17a9c..ef2fb45ec 100644 --- a/ChangeCharacter/ProjectSettings/ProjectSettings.asset +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/ProjectSettings.asset @@ -3,16 +3,17 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 14 - productGUID: e99d45d0e109bfc41bf224bc7227bfd6 + serializedVersion: 15 + productGUID: b90c83309f3cf914cb9f9dbf6cb91ab3 AndroidProfiler: 0 AndroidFilterTouchesWhenObscured: 0 - defaultScreenOrientation: 0 + AndroidEnableSustainedPerformanceMode: 0 + defaultScreenOrientation: 4 targetDevice: 2 useOnDemandResources: 0 accelerometerFrequency: 60 - companyName: lucas.meijer@gmail.com - productName: unity + companyName: DefaultCompany + productName: AssetProcessDemo defaultCursor: {fileID: 0} cursorHotspot: {x: 0, y: 0} m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1} @@ -43,15 +44,14 @@ PlayerSettings: m_HolographicTrackingLossScreen: {fileID: 0} defaultScreenWidth: 1024 defaultScreenHeight: 768 - defaultScreenWidthWeb: 600 - defaultScreenHeightWeb: 450 + defaultScreenWidthWeb: 960 + defaultScreenHeightWeb: 600 m_StereoRenderingPath: 0 m_ActiveColorSpace: 0 m_MTRendering: 1 m_StackTraceTypes: 010000000100000001000000010000000100000001000000 iosShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1 - tizenShowActivityIndicatorOnLoading: -1 iosAppInBackgroundBehavior: 0 displayResolutionDialog: 1 iosAllowHTTPDownload: 1 @@ -63,11 +63,12 @@ PlayerSettings: use32BitDisplayBuffer: 1 preserveFramebufferAlpha: 0 disableDepthAndStencilBuffers: 0 + androidStartInFullscreen: 1 + androidRenderOutsideSafeArea: 0 androidBlitType: 0 - defaultIsFullScreen: 0 defaultIsNativeResolution: 1 macRetinaSupport: 1 - runInBackground: 0 + runInBackground: 1 captureSingleScreen: 0 muteOtherAudioSources: 0 Prepare IOS For Recording: 0 @@ -81,26 +82,22 @@ PlayerSettings: resizableWindow: 0 useMacAppStoreValidation: 0 macAppStoreCategory: public.app-category.games - gpuSkinning: 0 + gpuSkinning: 1 graphicsJobs: 0 xboxPIXTextureCapture: 0 xboxEnableAvatar: 0 xboxEnableKinect: 0 xboxEnableKinectAutoTracking: 0 xboxEnableFitness: 0 - visibleInBackground: 0 + visibleInBackground: 1 allowFullscreenSwitch: 1 graphicsJobMode: 0 - macFullscreenMode: 2 - d3d11FullscreenMode: 1 + fullscreenMode: 1 xboxSpeechDB: 0 xboxEnableHeadOrientation: 0 xboxEnableGuest: 0 xboxEnablePIXSampling: 0 metalFramebufferOnly: 0 - n3dsDisableStereoscopicView: 0 - n3dsEnableSharedListOpt: 1 - n3dsEnableVSync: 0 xboxOneResolution: 0 xboxOneSResolution: 0 xboxOneXResolution: 3 @@ -108,31 +105,22 @@ PlayerSettings: xboxOneLoggingLevel: 1 xboxOneDisableEsram: 0 xboxOnePresentImmediateThreshold: 0 - videoMemoryForVertexBuffers: 0 - psp2PowerMode: 0 - psp2AcquireBGM: 1 - wiiUTVResolution: 0 - wiiUGamePadMSAA: 1 - wiiUSupportsNunchuk: 0 - wiiUSupportsClassicController: 0 - wiiUSupportsBalanceBoard: 0 - wiiUSupportsMotionPlus: 0 - wiiUSupportsProController: 0 - wiiUAllowScreenCapture: 1 - wiiUControllerCount: 0 + switchQueueCommandMemory: 0 + vulkanEnableSetSRGBWrite: 0 m_SupportedAspectRatios: 4:3: 1 5:4: 1 16:10: 1 16:9: 1 Others: 1 - bundleVersion: 1.0 + bundleVersion: 0.1 preloadedAssets: [] metroInputSource: 0 wsaTransparentSwapchain: 0 m_HolographicPauseOnTrackingLoss: 1 xboxOneDisableKinectGpuReservation: 0 xboxOneEnable7thCore: 0 + isWsaHolographicRemotingEnabled: 0 vrSettings: cardboard: depthFormat: 0 @@ -148,23 +136,19 @@ PlayerSettings: depthFormat: 1 depthBufferSharingEnabled: 0 oculus: - sharedDepthBuffer: 0 - dashSupport: 0 + sharedDepthBuffer: 1 + dashSupport: 1 + enable360StereoCapture: 0 protectGraphicsMemory: 0 + enableFrameTimingStats: 0 useHDRDisplay: 0 m_ColorGamuts: 00000000 targetPixelDensity: 30 resolutionScalingMode: 0 androidSupportedAspectRatio: 1 androidMaxAspectRatio: 2.1 - applicationIdentifier: - Android: - Standalone: unity.lucas.meijer@gmail.com.unity - Tizen: - iOS: com.Company.ProductName - tvOS: - buildNumber: - iOS: + applicationIdentifier: {} + buildNumber: {} AndroidBundleVersionCode: 1 AndroidMinSdkVersion: 16 AndroidTargetSdkVersion: 0 @@ -178,12 +162,10 @@ PlayerSettings: CreateWallpaper: 0 APKExpansionFiles: 0 keepLoadedShadersAlive: 0 - StripUnusedMeshComponents: 0 - VertexChannelCompressionMask: - serializedVersion: 2 - m_Bits: 238 + StripUnusedMeshComponents: 1 + VertexChannelCompressionMask: 4054 iPhoneSdkVersion: 988 - iOSTargetOSVersionString: 7.0 + iOSTargetOSVersionString: 9.0 tvOSSdkVersion: 0 tvOSRequireExtendedGameController: 0 tvOSTargetOSVersionString: 9.0 @@ -240,17 +222,24 @@ PlayerSettings: iOSMetalForceHardShadows: 0 metalEditorSupport: 1 metalAPIValidation: 1 - iOSRenderExtraFrameOnPause: 1 + iOSRenderExtraFrameOnPause: 0 appleDeveloperTeamID: iOSManualSigningProvisioningProfileID: tvOSManualSigningProvisioningProfileID: + iOSManualSigningProvisioningProfileType: 0 + tvOSManualSigningProvisioningProfileType: 0 appleEnableAutomaticSigning: 0 - clonedFromGUID: 00000000000000000000000000000000 - AndroidTargetDevice: 0 + iOSRequireARKit: 0 + appleEnableProMotion: 0 + clonedFromGUID: c0afd0d1d80e3634a9dac47e8a0426ea + templatePackageId: com.unity.template.3d@1.0.4 + templateDefaultScene: Assets/Scenes/SampleScene.unity + AndroidTargetArchitectures: 5 AndroidSplashScreenScale: 0 androidSplashScreen: {fileID: 0} AndroidKeystoreName: AndroidKeyaliasName: + AndroidBuildApkPerCpuArchitecture: 0 AndroidTVCompatibility: 1 AndroidIsGame: 1 AndroidEnableTango: 0 @@ -262,53 +251,55 @@ PlayerSettings: banner: {fileID: 0} androidGamepadSupportLevel: 0 resolutionDialogBanner: {fileID: 0} - m_BuildTargetIcons: - - m_BuildTarget: - m_Icons: - - serializedVersion: 2 - m_Icon: {fileID: 0} - m_Width: 128 - m_Height: 128 - m_Kind: 0 - m_BuildTargetBatching: [] + m_BuildTargetIcons: [] + m_BuildTargetPlatformIcons: [] + m_BuildTargetBatching: + - m_BuildTarget: Standalone + m_StaticBatching: 1 + m_DynamicBatching: 0 + - m_BuildTarget: tvOS + m_StaticBatching: 1 + m_DynamicBatching: 0 + - m_BuildTarget: Android + m_StaticBatching: 1 + m_DynamicBatching: 0 + - m_BuildTarget: iPhone + m_StaticBatching: 1 + m_DynamicBatching: 0 + - m_BuildTarget: WebGL + m_StaticBatching: 0 + m_DynamicBatching: 0 m_BuildTargetGraphicsAPIs: - m_BuildTarget: AndroidPlayer - m_APIs: 08000000 + m_APIs: 0b00000008000000 + m_Automatic: 1 + - m_BuildTarget: iOSSupport + m_APIs: 10000000 + m_Automatic: 1 + - m_BuildTarget: AppleTVSupport + m_APIs: 10000000 m_Automatic: 0 - m_BuildTargetVRSettings: [] + - m_BuildTarget: WebGLSupport + m_APIs: 0b000000 + m_Automatic: 1 + m_BuildTargetVRSettings: + - m_BuildTarget: Standalone + m_Enabled: 0 + m_Devices: + - Oculus + - OpenVR m_BuildTargetEnableVuforiaSettings: [] openGLRequireES31: 0 openGLRequireES31AEP: 0 m_TemplateCustomTags: {} mobileMTRendering: + Android: 1 iPhone: 1 tvOS: 1 - m_BuildTargetGroupLightmapEncodingQuality: - - m_BuildTarget: Standalone - m_EncodingQuality: 1 - - m_BuildTarget: XboxOne - m_EncodingQuality: 1 - - m_BuildTarget: PS4 - m_EncodingQuality: 1 - wiiUTitleID: 0005000011000000 - wiiUGroupID: 00010000 - wiiUCommonSaveSize: 4096 - wiiUAccountSaveSize: 2048 - wiiUOlvAccessKey: 0 - wiiUTinCode: 0 - wiiUJoinGameId: 0 - wiiUJoinGameModeMask: 0000000000000000 - wiiUCommonBossSize: 0 - wiiUAccountBossSize: 0 - wiiUAddOnUniqueIDs: [] - wiiUMainThreadStackSize: 3072 - wiiULoaderThreadStackSize: 1024 - wiiUSystemHeapSize: 128 - wiiUTVStartupScreen: {fileID: 0} - wiiUGamePadStartupScreen: {fileID: 0} - wiiUDrcBufferDisabled: 0 - wiiUProfilerLibPath: + m_BuildTargetGroupLightmapEncodingQuality: [] + m_BuildTargetGroupLightmapSettings: [] playModeTestRunnerEnabled: 0 + runPlayModeTestAsEditModeTest: 0 actionOnDotNetUnhandledException: 1 enableInternalProfiler: 0 logObjCUncaughtExceptions: 1 @@ -428,7 +419,11 @@ PlayerSettings: switchAllowsVideoCapturing: 1 switchAllowsRuntimeAddOnContentInstall: 0 switchDataLossConfirmation: 0 + switchUserAccountLockEnabled: 0 switchSupportedNpadStyles: 3 + switchNativeFsCacheSize: 32 + switchIsHoldTypeHorizontal: 0 + switchSupportedNpadCount: 8 switchSocketConfigEnabled: 0 switchTcpInitialSendBufferSize: 32 switchTcpInitialReceiveBufferSize: 64 @@ -443,7 +438,7 @@ PlayerSettings: ps4NPAgeRating: 12 ps4NPTitleSecret: ps4NPTrophyPackPath: - ps4ParentalLevel: 1 + ps4ParentalLevel: 11 ps4ContentID: ED1633-NPXX51362_00-0000000000000000 ps4Category: 0 ps4MasterVersion: 01.00 @@ -478,12 +473,14 @@ PlayerSettings: ps4DownloadDataSize: 0 ps4GarlicHeapSize: 2048 ps4ProGarlicHeapSize: 2560 - ps4Passcode: i6yJKoZx1y9wHL7I4Nul3HFC0sHgyAC1 + ps4Passcode: frAQBc8Wsa1xVPfvJcrgRYwTiizs2trQ ps4pnSessions: 1 ps4pnPresence: 1 ps4pnFriends: 1 ps4pnGameCustomData: 1 playerPrefsSupport: 0 + enableApplicationExit: 0 + resetTempFolder: 1 restrictedAudioUsageRights: 0 ps4UseResolutionFallback: 0 ps4ReprojectionSupport: 0 @@ -507,129 +504,62 @@ PlayerSettings: ps4attribEyeToEyeDistanceSettingVR: 0 ps4IncludedModules: [] monoEnv: - psp2Splashimage: {fileID: 0} - psp2NPTrophyPackPath: - psp2NPSupportGBMorGJP: 0 - psp2NPAgeRating: 12 - psp2NPTitleDatPath: - psp2NPCommsID: - psp2NPCommunicationsID: - psp2NPCommsPassphrase: - psp2NPCommsSig: - psp2ParamSfxPath: - psp2ManualPath: - psp2LiveAreaGatePath: - psp2LiveAreaBackroundPath: - psp2LiveAreaPath: - psp2LiveAreaTrialPath: - psp2PatchChangeInfoPath: - psp2PatchOriginalPackage: - psp2PackagePassword: IbVr1miXCPOUndJstr34wbVEhQ4mG8BJ - psp2KeystoneFile: - psp2MemoryExpansionMode: 0 - psp2DRMType: 0 - psp2StorageType: 0 - psp2MediaCapacity: 0 - psp2DLCConfigPath: - psp2ThumbnailPath: - psp2BackgroundPath: - psp2SoundPath: - psp2TrophyCommId: - psp2TrophyPackagePath: - psp2PackagedResourcesPath: - psp2SaveDataQuota: 10240 - psp2ParentalLevel: 1 - psp2ShortTitle: Not Set - psp2ContentID: IV0000-ABCD12345_00-0123456789ABCDEF - psp2Category: 0 - psp2MasterVersion: 01.00 - psp2AppVersion: 01.00 - psp2TVBootMode: 0 - psp2EnterButtonAssignment: 2 - psp2TVDisableEmu: 0 - psp2AllowTwitterDialog: 1 - psp2Upgradable: 0 - psp2HealthWarning: 0 - psp2UseLibLocation: 0 - psp2InfoBarOnStartup: 0 - psp2InfoBarColor: 0 - psp2ScriptOptimizationLevel: 0 - psmSplashimage: {fileID: 0} splashScreenBackgroundSourceLandscape: {fileID: 0} splashScreenBackgroundSourcePortrait: {fileID: 0} spritePackerPolicy: webGLMemorySize: 256 - webGLExceptionSupport: 0 + webGLExceptionSupport: 1 webGLNameFilesAsHashes: 0 - webGLDataCaching: 0 + webGLDataCaching: 1 webGLDebugSymbols: 0 webGLEmscriptenArgs: webGLModulesDirectory: webGLTemplate: APPLICATION:Default webGLAnalyzeBuildSize: 0 webGLUseEmbeddedResources: 0 - webGLUseWasm: 0 webGLCompressionFormat: 1 + webGLLinkerTarget: 1 + webGLThreadsSupport: 0 scriptingDefineSymbols: {} - platformArchitecture: - iOS: 2 - scriptingBackend: - Metro: 2 - WP8: 2 - WebGL: 1 - iOS: 0 + platformArchitecture: {} + scriptingBackend: {} + il2cppCompilerConfiguration: {} + managedStrippingLevel: {} incrementalIl2cppBuild: {} + allowUnsafeCode: 0 additionalIl2CppArgs: - scriptingRuntimeVersion: 0 + scriptingRuntimeVersion: 1 apiCompatibilityLevelPerPlatform: {} - m_RenderingPath: 2 + m_RenderingPath: 1 m_MobileRenderingPath: 1 - metroPackageName: MyCharacter + metroPackageName: Template_3D metroPackageVersion: metroCertificatePath: metroCertificatePassword: metroCertificateSubject: metroCertificateIssuer: metroCertificateNotAfter: 0000000000000000 - metroApplicationDescription: MyCharacter + metroApplicationDescription: Template_3D wsaImages: {} metroTileShortName: - metroCommandLineArgsFile: metroTileShowName: 0 metroMediumTileShowName: 0 metroLargeTileShowName: 0 metroWideTileShowName: 0 + metroSupportStreamingInstall: 0 + metroLastRequiredScene: 0 metroDefaultTileSize: 1 - metroTileForegroundText: 1 - metroTileBackgroundColor: {r: 0, g: 0, b: 0, a: 1} - metroSplashScreenBackgroundColor: {r: 0, g: 0, b: 0, a: 1} + metroTileForegroundText: 2 + metroTileBackgroundColor: {r: 0.13333334, g: 0.17254902, b: 0.21568628, a: 0} + metroSplashScreenBackgroundColor: {r: 0.12941177, g: 0.17254902, b: 0.21568628, + a: 1} metroSplashScreenUseBackgroundColor: 0 - platformCapabilities: - XboxOne: - enus: true + platformCapabilities: {} + metroTargetDeviceFamilies: {} metroFTAName: metroFTAFileTypes: [] metroProtocolName: metroCompilationOverrides: 1 - tizenProductDescription: - tizenProductURL: - tizenSigningProfileName: - tizenGPSPermissions: 0 - tizenMicrophonePermissions: 0 - tizenDeploymentTarget: - tizenDeploymentTargetType: -1 - tizenMinOSVersion: 1 - n3dsUseExtSaveData: 0 - n3dsCompressStaticMem: 1 - n3dsExtSaveDataNumber: 0x12345 - n3dsStackSize: 131072 - n3dsTargetPlatform: 2 - n3dsRegion: 7 - n3dsMediaSize: 0 - n3dsLogoStyle: 3 - n3dsTitle: GameName - n3dsProductCode: - n3dsApplicationId: 0xFF3FF XboxOneProductId: XboxOneUpdateKey: XboxOneSandboxId: @@ -639,6 +569,7 @@ PlayerSettings: XboxOneGameOsOverridePath: XboxOnePackagingOverridePath: XboxOneAppManifestOverridePath: + XboxOneVersion: 1.0.0.0 XboxOnePackageEncryption: 0 XboxOnePackageUpdateGranularity: 2 XboxOneDescription: @@ -648,29 +579,43 @@ PlayerSettings: XboxOneGameRating: {} XboxOneIsContentPackage: 0 XboxOneEnableGPUVariability: 0 - XboxOneSockets: - Unity Internal - Mono async-IO: - m_Name: Unity Internal - Mono async-IO - m_Port: - m_Protocol: 0 - m_Usages: 0000000001000000 - m_TemplateName: - m_SessionRequirment: 0 - m_DeviceUsages: + XboxOneSockets: {} XboxOneSplashScreen: {fileID: 0} XboxOneAllowedProductIds: [] XboxOnePersistentLocalStorageSize: 0 + XboxOneXTitleMemory: 8 xboxOneScriptCompiler: 0 + XboxOneOverrideIdentityName: vrEditorSettings: daydream: daydreamIconForeground: {fileID: 0} daydreamIconBackground: {fileID: 0} - cloudServicesEnabled: {} + cloudServicesEnabled: + UNet: 1 + luminIcon: + m_Name: + m_ModelFolderPath: + m_PortalFolderPath: + luminCert: + m_CertPath: + m_PrivateKeyPath: + luminIsChannelApp: 0 + luminVersion: + m_VersionCode: 1 + m_VersionName: facebookSdkVersion: 7.9.4 - apiCompatibilityLevel: 2 + facebookAppId: + facebookCookies: 1 + facebookLogging: 1 + facebookStatus: 1 + facebookXfbml: 0 + facebookFrictionlessRequests: 1 + apiCompatibilityLevel: 6 cloudProjectId: + framebufferDepthMemorylessMode: 0 projectName: organizationId: cloudEnabled: 0 enableNativePlatformBackendsForNewInputSystem: 0 disableOldInputManagerSupport: 0 + legacyClampBlendShapeWeights: 0 diff --git a/UnityEditorExtension/AssetProcessDemo/ProjectSettings/ProjectVersion.txt b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/ProjectVersion.txt new file mode 100644 index 000000000..7404e2513 --- /dev/null +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/ProjectVersion.txt @@ -0,0 +1,2 @@ +m_EditorVersion: 2019.4.1f1 +m_EditorVersionWithRevision: 2019.4.1f1 (e6c045e14e4e) diff --git a/ChangeCharacter/ProjectSettings/QualitySettings.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/QualitySettings.asset similarity index 82% rename from ChangeCharacter/ProjectSettings/QualitySettings.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/QualitySettings.asset index 96c0e493f..0621bef18 100644 --- a/ChangeCharacter/ProjectSettings/QualitySettings.asset +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/QualitySettings.asset @@ -4,16 +4,16 @@ QualitySettings: m_ObjectHideFlags: 0 serializedVersion: 5 - m_CurrentQuality: 5 + m_CurrentQuality: 4 m_QualitySettings: - serializedVersion: 2 - name: Fastest + name: Very Low pixelLightCount: 0 shadows: 0 shadowResolution: 0 - shadowProjection: 0 + shadowProjection: 1 shadowCascades: 1 - shadowDistance: 30 + shadowDistance: 15 shadowNearPlaneOffset: 3 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} @@ -31,17 +31,17 @@ QualitySettings: maximumLODLevel: 0 particleRaycastBudget: 4 asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 + asyncUploadBufferSize: 16 resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 - name: Fast + name: Low pixelLightCount: 0 shadows: 0 shadowResolution: 0 - shadowProjection: 0 + shadowProjection: 1 shadowCascades: 1 - shadowDistance: 30 + shadowDistance: 20 shadowNearPlaneOffset: 3 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} @@ -59,17 +59,17 @@ QualitySettings: maximumLODLevel: 0 particleRaycastBudget: 16 asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 + asyncUploadBufferSize: 16 resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 - name: Simple + name: Medium pixelLightCount: 1 shadows: 1 shadowResolution: 0 - shadowProjection: 0 + shadowProjection: 1 shadowCascades: 1 - shadowDistance: 30 + shadowDistance: 20 shadowNearPlaneOffset: 3 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} @@ -82,22 +82,22 @@ QualitySettings: softVegetation: 0 realtimeReflectionProbes: 0 billboardsFaceCameraPosition: 0 - vSyncCount: 0 + vSyncCount: 1 lodBias: 0.7 maximumLODLevel: 0 particleRaycastBudget: 64 asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 + asyncUploadBufferSize: 16 resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 - name: Good + name: High pixelLightCount: 2 shadows: 2 shadowResolution: 1 - shadowProjection: 0 + shadowProjection: 1 shadowCascades: 2 - shadowDistance: 100 + shadowDistance: 40 shadowNearPlaneOffset: 3 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} @@ -105,55 +105,55 @@ QualitySettings: blendWeights: 2 textureQuality: 0 anisotropicTextures: 1 - antiAliasing: 0 + antiAliasing: 2 softParticles: 0 softVegetation: 1 realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 - vSyncCount: 0 + vSyncCount: 1 lodBias: 1 maximumLODLevel: 0 particleRaycastBudget: 256 asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 + asyncUploadBufferSize: 16 resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 - name: Beautiful + name: Very High pixelLightCount: 3 shadows: 2 shadowResolution: 2 - shadowProjection: 0 + shadowProjection: 1 shadowCascades: 2 - shadowDistance: 150 + shadowDistance: 40 shadowNearPlaneOffset: 3 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} shadowmaskMode: 1 blendWeights: 4 textureQuality: 0 - anisotropicTextures: 2 - antiAliasing: 2 + anisotropicTextures: 1 + antiAliasing: 4 softParticles: 1 softVegetation: 1 realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 - vSyncCount: 0 + vSyncCount: 1 lodBias: 1.5 maximumLODLevel: 0 particleRaycastBudget: 1024 asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 + asyncUploadBufferSize: 16 resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] - serializedVersion: 2 - name: Fantastic + name: Ultra pixelLightCount: 4 shadows: 2 shadowResolution: 2 - shadowProjection: 0 + shadowProjection: 1 shadowCascades: 4 - shadowDistance: 300 + shadowDistance: 150 shadowNearPlaneOffset: 3 shadowCascade2Split: 0.33333334 shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} @@ -163,32 +163,28 @@ QualitySettings: anisotropicTextures: 1 antiAliasing: 4 softParticles: 1 - softVegetation: 0 + softVegetation: 1 realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 - vSyncCount: 0 + vSyncCount: 1 lodBias: 2 maximumLODLevel: 0 particleRaycastBudget: 4096 asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 + asyncUploadBufferSize: 16 resolutionScalingFixedDPIFactor: 1 excludedTargetPlatforms: [] m_PerPlatformDefaultQuality: Android: 2 - BlackBerry: 2 - GLES Emulation: 5 - PS3: 5 + Nintendo 3DS: 5 + Nintendo Switch: 5 PS4: 5 - PSM: 5 - PSP2: 5 - Samsung TV: 2 + PSP2: 2 Standalone: 5 Tizen: 2 - WP8: 5 - Web: 5 - WebGL: 5 + WebGL: 3 + WiiU: 5 Windows Store Apps: 5 - XBOX360: 5 XboxOne: 5 iPhone: 2 + tvOS: 2 diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/TagManager.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/TagManager.asset similarity index 95% rename from UnityEditorExtension/NodeEditor/ProjectSettings/TagManager.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/TagManager.asset index 1c92a7840..17cb8036c 100644 --- a/UnityEditorExtension/NodeEditor/ProjectSettings/TagManager.asset +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/TagManager.asset @@ -13,7 +13,7 @@ TagManager: - UI - - - - + - PostProcessing - - - diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/TimeManager.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/TimeManager.asset similarity index 80% rename from UnityEditorExtension/NodeEditor/ProjectSettings/TimeManager.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/TimeManager.asset index 558a017e1..06bcc6d29 100644 --- a/UnityEditorExtension/NodeEditor/ProjectSettings/TimeManager.asset +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/TimeManager.asset @@ -4,6 +4,6 @@ TimeManager: m_ObjectHideFlags: 0 Fixed Timestep: 0.02 - Maximum Allowed Timestep: 0.33333334 + Maximum Allowed Timestep: 0.1 m_TimeScale: 1 Maximum Particle Timestep: 0.03 diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/UnityConnectSettings.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/UnityConnectSettings.asset similarity index 68% rename from UnityEditorExtension/NodeEditor/ProjectSettings/UnityConnectSettings.asset rename to UnityEditorExtension/AssetProcessDemo/ProjectSettings/UnityConnectSettings.asset index 3da14d5ba..fa0b14657 100644 --- a/UnityEditorExtension/NodeEditor/ProjectSettings/UnityConnectSettings.asset +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/UnityConnectSettings.asset @@ -3,25 +3,25 @@ --- !u!310 &1 UnityConnectSettings: m_ObjectHideFlags: 0 + serializedVersion: 1 m_Enabled: 0 m_TestMode: 0 - m_TestEventUrl: - m_TestConfigUrl: + m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events + m_EventUrl: https://cdp.cloud.unity3d.com/v1/events + m_ConfigUrl: https://config.uca.cloud.unity3d.com m_TestInitMode: 0 CrashReportingSettings: - m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes - m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate + m_EventUrl: https://perf-events.cloud.unity3d.com m_Enabled: 0 + m_LogBufferSize: 10 m_CaptureEditorExceptions: 1 UnityPurchasingSettings: m_Enabled: 0 m_TestMode: 0 UnityAnalyticsSettings: m_Enabled: 0 - m_InitializeOnStartup: 1 m_TestMode: 0 - m_TestEventUrl: - m_TestConfigUrl: + m_InitializeOnStartup: 1 UnityAdsSettings: m_Enabled: 0 m_InitializeOnStartup: 1 diff --git a/UnityEditorExtension/AssetProcessDemo/ProjectSettings/VFXManager.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/VFXManager.asset new file mode 100644 index 000000000..6e0eaca40 --- /dev/null +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/VFXManager.asset @@ -0,0 +1,11 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!937362698 &1 +VFXManager: + m_ObjectHideFlags: 0 + m_IndirectShader: {fileID: 0} + m_CopyBufferShader: {fileID: 0} + m_SortShader: {fileID: 0} + m_RenderPipeSettingsPath: + m_FixedTimeStep: 0.016666668 + m_MaxDeltaTime: 0.05 diff --git a/UnityEditorExtension/AssetProcessDemo/ProjectSettings/XRSettings.asset b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/XRSettings.asset new file mode 100644 index 000000000..482590c19 --- /dev/null +++ b/UnityEditorExtension/AssetProcessDemo/ProjectSettings/XRSettings.asset @@ -0,0 +1,10 @@ +{ + "m_SettingKeys": [ + "VR Device Disabled", + "VR Device User Alert" + ], + "m_SettingValues": [ + "False", + "False" + ] +} \ No newline at end of file diff --git a/UnityEditorExtension/GizmoKitCollection.md b/UnityEditorExtension/GizmoKitCollection.md index d1c1b73e9..73e1ffa0f 100644 --- a/UnityEditorExtension/GizmoKitCollection.md +++ b/UnityEditorExtension/GizmoKitCollection.md @@ -4,4 +4,5 @@ * [SensorKit](https://lab.uwa4d.com/lab/5c01a4a672745c25a8d6adf4) * [unitilities](https://github.com/christianchomiak/unitilities) * [Unity3d Gizmo Mesh Preview](https://github.com/editkid/unity3d-gizmo-mesh-preview) -* [Gizmo Extensions](https://lab.uwa4d.com/lab/5b432d51d7f10a201fad27f5) \ No newline at end of file +* [Gizmo Extensions](https://lab.uwa4d.com/lab/5b432d51d7f10a201fad27f5) +* [Used for drawing runtime gizmos in builds and editor (Unity3D)](https://github.com/popcron/gizmos) diff --git a/UnityEditorExtension/NodeEditor/NodeEditor.Editor.csproj b/UnityEditorExtension/NodeEditor/NodeEditor.Editor.csproj deleted file mode 100644 index 3e98e3aea..000000000 --- a/UnityEditorExtension/NodeEditor/NodeEditor.Editor.csproj +++ /dev/null @@ -1,292 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {84297A05-3591-E561-0F38-25ADE588E82B} - Library - Assembly-CSharp-Editor - 512 - {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} - .NETFramework - v3.5 - Unity Full v3.5 - - Editor:5 - StandaloneWindows64:19 - 2017.3.0f3 - - 4 - - - pdbonly - false - Temp\UnityVS_bin\Debug\ - Temp\UnityVS_obj\Debug\ - prompt - 4 - 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- true - - - pdbonly - false - Temp\UnityVS_bin\Release\ - Temp\UnityVS_obj\Release\ - prompt - 4 - 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- true - - - - - - - - - - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.AccessibilityModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ParticleSystemModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.PhysicsModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.VehiclesModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.AnimationModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.TextRenderingModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.UIModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.TerrainPhysicsModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.IMGUIModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.UNETModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.DirectorModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.UnityAnalyticsModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.PerformanceReportingModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.UnityConnectModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.WebModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ARModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.VRModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.UIElementsModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.StyleSheetsModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.AssetBundleModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.AudioModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.CrashReportingModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.GameCenterModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.GridModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ImageConversionModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.InputModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.JSONSerializeModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ParticlesLegacyModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.Physics2DModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ScreenCaptureModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.SharedInternalsModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.SpriteMaskModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.SpriteShapeModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.TerrainModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.TilemapModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.UnityWebRequestModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.UnityWebRequestAudioModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.UnityWebRequestTextureModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.UnityWebRequestWWWModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.VideoModule.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.WindModule.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/Editor/UnityEditor.UI.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/Editor/UnityEditor.Networking.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/Editor/UnityEditor.TestRunner.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/net35/unity-custom/nunit.framework.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Timeline/RuntimeEditor/UnityEngine.Timeline.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Timeline/Editor/UnityEditor.Timeline.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TreeEditor/Editor/UnityEditor.TreeEditor.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UIAutomation/UnityEngine.UIAutomation.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UIAutomation/Editor/UnityEditor.UIAutomation.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityGoogleAudioSpatializer/Editor/UnityEditor.GoogleAudioSpatializer.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityGoogleAudioSpatializer/RuntimeEditor/UnityEngine.GoogleAudioSpatializer.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/Editor/UnityEditor.HoloLens.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnitySpatialTracking/Editor/UnityEditor.SpatialTracking.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnitySpatialTracking/RuntimeEditor/UnityEngine.SpatialTracking.dll - - - C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/Editor/UnityEditor.VR.dll - - - C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.Graphs.dll - - - C:/Program Files/Unity/Editor/Data/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll - - - C:/Program Files/Unity/Editor/Data/PlaybackEngines/windowsstandalonesupport/UnityEditor.WindowsStandalone.Extensions.dll - - - C:/Program Files (x86)/Microsoft Visual Studio Tools for Unity/15.0/Editor/SyntaxTree.VisualStudio.Unity.Bridge.dll - - - C:/Users/Administrator/AppData/LocalLow/Unity/cache/packages/packages.unity.com/com.unity.ads@2.0.3/UnityEngine.Advertisements.dll - - - C:/Users/Administrator/AppData/LocalLow/Unity/cache/packages/packages.unity.com/com.unity.ads@2.0.3/Editor/UnityEditor.Advertisements.dll - - - C:/Users/Administrator/AppData/LocalLow/Unity/cache/packages/packages.unity.com/com.unity.analytics@2.0.13/UnityEngine.Analytics.dll - - - C:/Users/Administrator/AppData/LocalLow/Unity/cache/packages/packages.unity.com/com.unity.analytics@2.0.13/Editor/UnityEditor.Analytics.dll - - - C:/Users/Administrator/AppData/LocalLow/Unity/cache/packages/packages.unity.com/com.unity.purchasing@0.0.19/UnityEngine.Purchasing.dll - - - C:/Users/Administrator/AppData/LocalLow/Unity/cache/packages/packages.unity.com/com.unity.purchasing@0.0.19/Editor/UnityEditor.Purchasing.dll - - - C:/Users/Administrator/AppData/LocalLow/Unity/cache/packages/packages.unity.com/com.unity.standardevents@1.0.10/UnityEngine.StandardEvents.dll - - - - - - - - diff --git a/UnityEditorExtension/NodeEditor/NodeEditor.sln b/UnityEditorExtension/NodeEditor/NodeEditor.sln deleted file mode 100644 index 9c024f8c0..000000000 --- a/UnityEditorExtension/NodeEditor/NodeEditor.sln +++ /dev/null @@ -1,20 +0,0 @@ - -Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 2017 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NodeEditor.Editor", "NodeEditor.Editor.csproj", "{84297A05-3591-E561-0F38-25ADE588E82B}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {84297A05-3591-E561-0F38-25ADE588E82B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {84297A05-3591-E561-0F38-25ADE588E82B}.Debug|Any CPU.Build.0 = Debug|Any CPU - {84297A05-3591-E561-0F38-25ADE588E82B}.Release|Any CPU.ActiveCfg = Release|Any CPU - {84297A05-3591-E561-0F38-25ADE588E82B}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection -EndGlobal diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/ProjectVersion.txt b/UnityEditorExtension/NodeEditor/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index e6cd1f978..000000000 --- a/UnityEditorExtension/NodeEditor/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 2017.3.0f3 diff --git a/UnityEditorExtension/NodeEditor/UnityPackageManager/manifest.json b/UnityEditorExtension/NodeEditor/UnityPackageManager/manifest.json deleted file mode 100644 index 526aca605..000000000 --- a/UnityEditorExtension/NodeEditor/UnityPackageManager/manifest.json +++ /dev/null @@ -1,4 +0,0 @@ -{ - "dependencies": { - } -} diff --git a/UnityEditorExtension/NodeEditor/Assets/Editor.meta b/UnityEditorExtension/NodeEditorCollection/NodeEditor/Assets/Editor.meta similarity index 100% rename from UnityEditorExtension/NodeEditor/Assets/Editor.meta rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/Assets/Editor.meta diff --git a/UnityEditorExtension/NodeEditor/Assets/Editor/NodeEditor.cs b/UnityEditorExtension/NodeEditorCollection/NodeEditor/Assets/Editor/NodeEditor.cs similarity index 100% rename from UnityEditorExtension/NodeEditor/Assets/Editor/NodeEditor.cs rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/Assets/Editor/NodeEditor.cs diff --git a/UnityEditorExtension/NodeEditor/Assets/Editor/NodeEditor.cs.meta b/UnityEditorExtension/NodeEditorCollection/NodeEditor/Assets/Editor/NodeEditor.cs.meta similarity index 100% rename from UnityEditorExtension/NodeEditor/Assets/Editor/NodeEditor.cs.meta rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/Assets/Editor/NodeEditor.cs.meta diff --git a/ChangeCharacter/ProjectSettings/AudioManager.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/AudioManager.asset similarity index 100% rename from ChangeCharacter/ProjectSettings/AudioManager.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/AudioManager.asset diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/ClusterInputManager.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/ClusterInputManager.asset similarity index 100% rename from UnityEditorExtension/NodeEditor/ProjectSettings/ClusterInputManager.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/ClusterInputManager.asset diff --git a/ChangeCharacter/ProjectSettings/DynamicsManager.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/DynamicsManager.asset similarity index 100% rename from ChangeCharacter/ProjectSettings/DynamicsManager.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/DynamicsManager.asset diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/EditorBuildSettings.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/EditorBuildSettings.asset similarity index 100% rename from UnityEditorExtension/NodeEditor/ProjectSettings/EditorBuildSettings.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/EditorBuildSettings.asset diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/EditorSettings.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/EditorSettings.asset similarity index 100% rename from UnityEditorExtension/NodeEditor/ProjectSettings/EditorSettings.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/EditorSettings.asset diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/GraphicsSettings.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/GraphicsSettings.asset similarity index 100% rename from UnityEditorExtension/NodeEditor/ProjectSettings/GraphicsSettings.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/GraphicsSettings.asset diff --git a/ChangeCharacter/ProjectSettings/InputManager.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/InputManager.asset similarity index 89% rename from ChangeCharacter/ProjectSettings/InputManager.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/InputManager.asset index b536074a3..17c8f538e 100644 --- a/ChangeCharacter/ProjectSettings/InputManager.asset +++ b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/InputManager.asset @@ -74,7 +74,7 @@ InputManager: descriptiveName: descriptiveNegativeName: negativeButton: - positiveButton: left cmd + positiveButton: left shift altNegativeButton: altPositiveButton: mouse 2 gravity: 1000 @@ -149,38 +149,6 @@ InputManager: type: 1 axis: 2 joyNum: 0 - - serializedVersion: 3 - m_Name: Window Shake X - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: - altNegativeButton: - altPositiveButton: - gravity: 0 - dead: 0 - sensitivity: 0.1 - snap: 0 - invert: 0 - type: 3 - axis: 0 - joyNum: 0 - - serializedVersion: 3 - m_Name: Window Shake Y - descriptiveName: - descriptiveNegativeName: - negativeButton: - positiveButton: - altNegativeButton: - altPositiveButton: - gravity: 0 - dead: 0 - sensitivity: 0.1 - snap: 0 - invert: 0 - type: 3 - axis: 1 - joyNum: 0 - serializedVersion: 3 m_Name: Horizontal descriptiveName: diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/NavMeshAreas.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/NavMeshAreas.asset similarity index 100% rename from UnityEditorExtension/NodeEditor/ProjectSettings/NavMeshAreas.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/NavMeshAreas.asset diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/NetworkManager.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/NetworkManager.asset similarity index 100% rename from UnityEditorExtension/NodeEditor/ProjectSettings/NetworkManager.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/NetworkManager.asset diff --git a/ChangeCharacter/ProjectSettings/Physics2DSettings.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/Physics2DSettings.asset similarity index 100% rename from ChangeCharacter/ProjectSettings/Physics2DSettings.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/Physics2DSettings.asset diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/ProjectSettings.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/ProjectSettings.asset similarity index 100% rename from UnityEditorExtension/NodeEditor/ProjectSettings/ProjectSettings.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/ProjectSettings.asset diff --git a/ChangeCharacter/ProjectSettings/ProjectVersion.txt b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/ProjectVersion.txt similarity index 100% rename from ChangeCharacter/ProjectSettings/ProjectVersion.txt rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/ProjectVersion.txt diff --git a/UnityEditorExtension/NodeEditor/ProjectSettings/QualitySettings.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/QualitySettings.asset similarity index 100% rename from UnityEditorExtension/NodeEditor/ProjectSettings/QualitySettings.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/QualitySettings.asset diff --git a/ChangeCharacter/ProjectSettings/TagManager.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/TagManager.asset similarity index 100% rename from ChangeCharacter/ProjectSettings/TagManager.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/TagManager.asset diff --git a/ChangeCharacter/ProjectSettings/TimeManager.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/TimeManager.asset similarity index 100% rename from ChangeCharacter/ProjectSettings/TimeManager.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/TimeManager.asset diff --git a/ChangeCharacter/ProjectSettings/UnityConnectSettings.asset b/UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/UnityConnectSettings.asset similarity index 100% rename from ChangeCharacter/ProjectSettings/UnityConnectSettings.asset rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/ProjectSettings/UnityConnectSettings.asset diff --git a/UnityEditorExtension/NodeEditor/README.md b/UnityEditorExtension/NodeEditorCollection/NodeEditor/README.md similarity index 100% rename from UnityEditorExtension/NodeEditor/README.md rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/README.md diff --git a/ChangeCharacter/UnityPackageManager/manifest.json b/UnityEditorExtension/NodeEditorCollection/NodeEditor/UnityPackageManager/manifest.json similarity index 100% rename from ChangeCharacter/UnityPackageManager/manifest.json rename to UnityEditorExtension/NodeEditorCollection/NodeEditor/UnityPackageManager/manifest.json diff --git a/UnityEditorExtension/NodeEditorCollection/README.md b/UnityEditorExtension/NodeEditorCollection/README.md new file mode 100644 index 000000000..eb37bc274 --- /dev/null +++ b/UnityEditorExtension/NodeEditorCollection/README.md @@ -0,0 +1,8 @@ +## 节点编辑器汇总 + +>* [节点编辑器](.//NodeEditor) +>* [xNode](https://github.com/Siccity/xNode) +>* [NodeGraphProcessor](https://github.com/alelievr/NodeGraphProcessor) +>* [Node_Editor_Framework](https://github.com/Seneral/Node_Editor_Framework) +>* [【次时代节点编辑器】NodeGraphProcessor整合Odin](https://zhuanlan.zhihu.com/p/362259030) +>* [DialogueGraph](https://github.com/TeodorVecerdi/DialogueGraph) diff --git a/UnityEditorExtension/Python/unpack_plist.py.py b/UnityEditorExtension/Python/unpack_plist.py.py new file mode 100644 index 000000000..40ec2b76e --- /dev/null +++ b/UnityEditorExtension/Python/unpack_plist.py.py @@ -0,0 +1,75 @@ +#!python +import os, sys +from xml.etree import ElementTree +from PIL import Image + + +def tree_to_dict(tree): + d = {} + for index, item in enumerate(tree): + if item.tag == 'key': + if tree[index + 1].tag == 'string': + d[item.text] = tree[index + 1].text + elif tree[index + 1].tag == 'true': + d[item.text] = True + elif tree[index + 1].tag == 'false': + d[item.text] = False + elif tree[index + 1].tag == 'dict': + d[item.text] = tree_to_dict(tree[index + 1]) + return d + + +def gen_png_from_plist(plist_filename, png_filename): + file_path = plist_filename.replace('.plist', '') + big_image = Image.open(png_filename) + root = ElementTree.fromstring(open(plist_filename, 'r').read()) + plist_dict = tree_to_dict(root[0]) + to_list = lambda x: x.replace('{', '').replace('}', '').split(',') + for k, v in plist_dict['frames'].items(): + rectlist = to_list(v['frame']) + width = int(rectlist[3] if v['rotated'] else rectlist[2]) + height = int(rectlist[2] if v['rotated'] else rectlist[3]) + box = ( + int(rectlist[0]), + int(rectlist[1]), + int(rectlist[0]) + width, + int(rectlist[1]) + height, + ) + sizelist = [int(x) for x in to_list(v['sourceSize'])] + rect_on_big = big_image.crop(box) + + if v['rotated']: + rect_on_big = rect_on_big.rotate(90) + + result_image = Image.new('RGBA', sizelist, (0, 0, 0, 0)) + if v['rotated']: + result_box = ( + (sizelist[0] - height) / 2, + (sizelist[1] - width) / 2, + (sizelist[0] + height) / 2, + (sizelist[1] + width) / 2 + ) + else: + result_box = ( + (sizelist[0] - width) / 2, + (sizelist[1] - height) / 2, + (sizelist[0] + width) / 2, + (sizelist[1] + height) / 2 + ) + result_image.paste(rect_on_big, result_box, mask=0) + + if not os.path.isdir(file_path): + os.mkdir(file_path) + outfile = (file_path + '/' + k).replace('gift_', '') + print outfile, "generated" + result_image.save(outfile) + + +if __name__ == '__main__': + filename = sys.argv[1] + plist_filename = filename + '.plist' + png_filename = filename + '.png' + if (os.path.exists(plist_filename) and os.path.exists(png_filename)): + gen_png_from_plist(plist_filename, png_filename) + else: + print "make sure you have boith plist and png files in the same directory" \ No newline at end of file diff --git a/UnityEditorExtension/README.md b/UnityEditorExtension/README.md index 33ddb9477..e1bb73ccc 100644 --- a/UnityEditorExtension/README.md +++ b/UnityEditorExtension/README.md @@ -1,16 +1,21 @@ ## Unity 编辑器拓展与工具开发 +### C#代码生成工具、模板引擎 +* [关于RazorEngine的知识点收集](./AboutRazorEngine) +### Unity编辑器拓展仓库 +* [UnityExtensionList多种编辑器拓展工具合集](https://unitylist.com/browse?f=extensions) + ### Unity编辑器拓展 +>* [提供一些UnityEditor工具链开发的常用小技巧与示例](https://github.com/XINCGer/UnityToolchainsTrick) +>* [节点编辑器汇总](./NodeEditorCollection) +>* [UI Toolkit文档](https://docs.unity3d.com/Manual/UIElements.html) >* [Unity3D编辑器插件扩展和组件扩展](http://www.cnblogs.com/rond/p/7652624.html) >* [开发unity插件——一次搞定unity编辑器常用功能](https://yq.aliyun.com/articles/69190) ->* [节点编辑器](.//NodeEditor) +>* [Unity协程&在编辑器中使用协程](https://blog.csdn.net/cai612781/article/details/78992805) >* [多重弹出窗口编辑器与界面层级管理](./MultiEditorWindow) >* [odin编辑器拓展](https://odininspector.com/tutorials/getting-started) >* [Unity插件开发基础—浅谈序列化系统](https://blog.uwa4d.com/archives/2025.html) >* [Odin插件入门教程](http://tonytang1990.github.io/2019/05/15/Odin%E6%8F%92%E4%BB%B6/) ->* [三款开源的节点编辑器-1](https://github.com/Siccity/xNode) ->* [三款开源的节点编辑器-2](https://github.com/alelievr/NodeGraphProcessor) ->* [三款开源的节点编辑器-3](https://github.com/Seneral/Node_Editor_Framework) >* [Unity日志工具——封装,跳转](https://www.iteye.com/blog/dsqiu-2263664) >* [Unity 内置GUIStyle 样例预览](https://blog.csdn.net/l773575310/article/details/90033381) >* [Unity 编辑器内实现预览窗口](https://blog.csdn.net/akof1314/article/details/70941447) @@ -22,12 +27,102 @@ >* [[Unity3D]清理material中无用的的property](https://blog.csdn.net/ngrandmarch/article/details/46828365) >* [博主营地 | 万字长文,手把手带你入门Unity拓展编辑器](https://mp.weixin.qq.com/s/96N9NkQPFhgNBeEbV_S5wg) >* [Unity编辑器拓展之三十:拓展UnityToolBar](https://www.jingfengji.tech/2020/04/05/unity-bian-ji-qi-tuo-zhan-zhi-san-shi-tuo-zhan-unitytoolbar/) ->* [Unity Editor Toolbox](https://www.jingfengji.tech/2020/04/05/unity-bian-ji-qi-tuo-zhan-zhi-san-shi-tuo-zhan-unitytoolbar/) >* [CustomToolbar](https://github.com/smkplus/CustomToolbar) >* [unity-toolbar-extender](https://github.com/marijnz/unity-toolbar-extender) +>* [Unity-Editor-Toolbox](https://github.com/arimger/Unity-Editor-Toolbox) +>* [【Unity游戏开发】升级Unity2019后,资源管线后处理采坑记录](https://www.cnblogs.com/msxh/p/13805008.html) +>* [Unity编辑器拓展基础知识总结](https://zhuanlan.zhihu.com/p/259283786) +>* [UnityEditorIcons](https://github.com/nukadelic/UnityEditorIcons) +>* [TimeLine技能编辑器](https://github.com/jewer3330/plato) +>* [剧情-技能编辑器](https://github.com/huailiang/seqence) +>* [TexturePacker图集 plist拆分工具](.//UnityEditorExtension/Python/unpack_plist.py.py) +>* [Unity 侦听进入播放模式、Unity加载时初始化编辑器类](https://www.cnblogs.com/kingBook/p/12160804.html) +>* [拓展编辑器(五)_监听事件](https://www.cnblogs.com/llllllvty/p/9857758.html) +>* [Unity编辑器拓展之三十三:ReplaceComponentAttributte组件替换](https://www.jingfengji.tech/2020/08/22/unity-bian-ji-qi-tuo-zhan-zhi-san-shi-san-replacecomponentattributte-zu-jian-ti-huan/) +>* [Unity 曲线编辑器说明](https://blog.csdn.net/akof1314/article/details/51787509) +>* [Unity之ParticleSystem.Simulate](https://zhuanlan.zhihu.com/p/96086877) +>* [Unity技术之UGUI-SpriteAtlas(图集)查看工具](http://blog.gqylpy.com/gqy/21175/) +>* [【UnityEditor】扩展内置组件的Inspector面板](http://www.lsngo.net/2017/10/25/unityeditor_internalinspector/) +>* [AnimationClip的读取与代码生成](https://www.jianshu.com/p/80b2bc98ac5d) +>* [Unity3D研究院之监听Hierachy、Project等视图结构变化的事件](http://www.xuanyusong.com/archives/3053) +>* [如何制作MMORPG游戏地图编辑器](https://zhuanlan.zhihu.com/p/270274723) +>* [USubWindow](https://github.com/AsehesL/USubWindow) +>* [Unity3D研究院之系统内置系统图标大整理](https://www.xuanyusong.com/archives/3777) +>* [Unity Editor Built-in Icons](https://unitylist.com/p/5c3/Unity-editor-icons) +>* [UnityEditorIcons](https://github.com/nukadelic/UnityEditorIcons) +>* [SimpleTimeLineWindow](https://github.com/tinyantstudio/SimpleTimeLineWindow) +>* [【unity实用技能】Unity画一条带箭头的线](https://blog.51cto.com/13638120/2103459) +>* [查找丢失组件的预制体](https://www.cnblogs.com/bzyzhang/p/6485918.html) +>* [missing prefab 检查](https://my.oschina.net/u/4318809/blog/4313046) +>* [UnityBookMarkSystem](https://github.com/Ribosome2/UnityBookMarkSystem) +>* [Unity编辑器---代码锁定场景物体不可点击选中](https://blog.csdn.net/qc_falldawn/article/details/100975888) +>* [How to raycast from mouse position in scene view?](https://stackoverflow.com/questions/58975095/how-to-raycast-from-mouse-position-in-scene-view) +>* [unity3d-rainbow-folders](https://github.com/PhannGor/unity3d-rainbow-folders) +>* [无法从Project窗口拖拽GameObject到SceneView窗口](https://answer.uwa4d.com/question/6077b3b66bb31032f9791324) +>* [“改造” VS Code 编辑器,一起写个插件吧!](https://www.cnblogs.com/xueweihan/p/14672480.html) +>* [美术资源自检规则工具](https://github.com/Liangzg/AssetChecker) +>* [UnityBezierTools](https://github.com/kaiware007/UnityBezierTools) +>* [Unity Editor 不用反射访问编辑器内部方法](https://blog.csdn.net/akof1314/article/details/111773851) +>* [【Unity】由预制体实例获取预制体资源及预制体资源路径](https://blog.csdn.net/qq_21397217/article/details/109170799) +>* [Unity检测当前场景下所有资源使用情况的工具-1(待整理)](https://github.com/shandagamesTwoStupids/ResourceScanner) +>* [Unity检测当前场景下所有资源使用情况的工具-2(待整理)](https://github.com/RenLvDa/DetectResource) +>* [Unity编辑器扩展——向导窗口(批量处理资源)](https://mp.weixin.qq.com/s/APlfV7CNr0RL5PuuZfEtjg) +>* [技能编辑器的设计实现](https://zhuanlan.zhihu.com/p/158430393) +>* [Unity 保存场景物体修改到Prefab](https://www.233tw.com/unity/28333) +>* [【Unity 编辑器】扩展总结 一:编辑器开发入门](https://mp.weixin.qq.com/s/ZH0gsxZYH6VykHyVBAJTBA) +>* [【Unity 编辑器】扩展总结二:编辑器的相关特性](https://mp.weixin.qq.com/s/sp_vZaj04USPRZQgbJjDZw) +>* [【Unity 编辑器】扩展总结三:自定义Inspector面板](https://mp.weixin.qq.com/s/rWat9DutZBi8t1idernxtA) +>* [【Unity 编辑器】扩展总结五:Gizmos辅助调试工具](https://mp.weixin.qq.com/s/5piJQ6gRC6zZMV4Z6xzgBA) +>* [【Unity 编辑器】扩展总结六:扩展Scene视图](https://mp.weixin.qq.com/s/Wmt4JC-LK9z5u6vOafB_Hw) +>* [【Unity 编辑器】扩展总结七:数组或list集合的显示方式](https://mp.weixin.qq.com/s/8ANiIlsjOEZQEvQtr96Xug) +>* [【Unity 编辑器】扩展总结八:EditorPrefs、ScriptableObject、Undo](https://mp.weixin.qq.com/s/hgaGrTjb3nEjbK2Z1eaBww) +>* [【Unity 编辑器】扩展总结九:GUIStyle、GUISkin](https://mp.weixin.qq.com/s/Ye5mA0BS_ZATq37d1Iw0yQ) +>* [【Unity编辑器】扩展总结十:AssetPostprocessor资源导入管线](https://mp.weixin.qq.com/s/wEOm_Owh5pKI_ZESOBrnlQ) +>* [Unity批量刷草工具及优化](https://blog.csdn.net/canqiushi/article/details/106200395) +>* [Unity SceneView 鼠标所在网格位置](https://blog.csdn.net/akof1314/article/details/78639075) +>* [SceneView 获取鼠标位置](https://www.cnblogs.com/zhaoqingqing/p/3801342.html) +>* [Unity3D研究院之自动计算所有子对象包围盒(六)](https://www.xuanyusong.com/archives/3461) +>* [Unity动态绘制曲线Mesh的代码](https://blog.csdn.net/lzdidiv/article/details/53736068) +>* [UnityEditor编辑器扩展(二)--- 改变鼠标](https://zhuanlan.zhihu.com/p/26824159) +>* [Unity编辑器扩展-拉UGUI的prefab入场景时挂在鼠标下的Canvas上](https://blog.csdn.net/yudianxia/article/details/79635414) +>* [Unity动态生成水体mesh](https://mp.weixin.qq.com/s/n2iTmcP_CJX2RxiddOSBsw) +>* [[Unity]EditorWindow实现栅格面板](https://blog.csdn.net/Hu_GoldDragon/article/details/103167102) +>* [Creating a Node Based Editor in Unity](https://oguzkonya.com/creating-node-based-editor-unity/) +>* [Draw.cs](https://gist.github.com/nothke/82dccc121457541fcce32aea7744618a) +>* [TreeView官方文档](https://docs.unity3d.com/Manual/TreeViewAPI.html) +>* [AdvancedDropdown](https://docs.unity3d.com/ScriptReference/IMGUI.Controls.AdvancedDropdown.html) +>* [AssetDatabase.FindAssets Not Working](https://forum.unity.com/threads/assetdatabase-findassets-not-working.587062/) +>* [EPPlus简介](https://www.jianshu.com/p/b7f588ccf26b) +>* [EPPlus](https://github.com/JanKallman/EPPlus) +>* [EPPlus 5-Excel spreadsheets for .NET](https://github.com/EPPlusSoftware/EPPlus) +>* [UnityEditor Unity的模块](https://while.work/unityeditor-unity) +>* [拓展Unity模块,打造私人工具库(一)](https://www.jingfengji.tech/2018/08/20/unity-bian-ji-qi-tuo-zhan-zhi-er-shi-tuo-zhan-unity-mo-kuai-da-zao-si-ren-gong-ju-ku-yi/) +>* [Unity 使用 Unity 直接编译外部 DLL](https://blog.csdn.net/akof1314/article/details/78396130) +>* [Unity 预编译选项](https://blog.csdn.net/linjf520/article/details/80508879) +>* [Unity3d使用mcs打c#动态链接库dll](https://blog.csdn.net/mango9126/article/details/81035342) +>* [Unity开发笔记-Editor扩展用GraphView实现逻辑表达式(0)简介](https://www.cnblogs.com/terrynoya/p/14087453.html) +>* [IDE中 代码提示与跳转的原理是什么?](https://www.zhihu.com/question/320007348/answer/661270180) +>* [现在主流的IDE的查找定义和引用是如何实现的?](https://www.zhihu.com/question/65708406) +>* [CustomEditor CustomPropertyDrawer](https://blog.csdn.net/linuxheik/article/details/88870418) +>* [PropertyDrawer](https://docs.unity3d.com/cn/2020.2/ScriptReference/PropertyDrawer.html) +>* [Unity Duplicate Event](https://answers.unity.com/questions/1274030/unity-duplicate-event.html) +>* [Hierarchy-Window-Extensions](https://github.com/nomnomab/Hierarchy-Window-Extensions) +>* [AssetStudio工程导入VS各种报错解决](https://blog.csdn.net/u011779938/article/details/115298633) +>* [Unity代码设置ios的App Icon](https://zhuanlan.zhihu.com/p/436805895) +>* [ui-toolkit-manual-code-examples](https://github.com/Unity-Technologies/ui-toolkit-manual-code-examples) +>* [ProjectWindowDetails](https://github.com/innogames/ProjectWindowDetails) ### MaxScript 3DSMAX插件开发 * [MaxScript 3DSMAX插件开发](./MaxScript) +* [MeshSyncDCCPlugins](https://github.com/Unity-Technologies/MeshSyncDCCPlugins) + +### Maya插件开发 +* [Python 编写Maya插件,从0到1(一)](https://zhuanlan.zhihu.com/p/79546139) +* [基于Python的Maya插件开发](https://www.cnblogs.com/meteoric_cry/p/15905357.html) +* [《Maya 插件开发》Python环境设置](https://zhuanlan.zhihu.com/p/372501230) +* [MAYA-PYTHON教程](https://zhuanlan.zhihu.com/p/354889664) +* [Maya API Reference](https://download.autodesk.com/us/maya/2009help/API/) +* [Maya Commands](https://help.autodesk.com/cloudhelp/2019/CHS/Maya-Tech-Docs/CommandsPython/) ### 修改源码相关 * [使用Mono.Cecil实现IL代码注入](https://www.jianshu.com/p/a5276aadccdd?from=singlemessage) diff --git a/XlsxTools/README.md b/XlsxTools/README.md index 1ffe9df85..c14cd9dd7 100644 --- a/XlsxTools/README.md +++ b/XlsxTools/README.md @@ -5,3 +5,5 @@ * [自制Xls转Json小工具](./xls2json) * [优秀的tolua转表工具](https://github.com/zhangqi-ulua/XlsxToLua)   * [Tabtoy跨平台的高性能便捷电子表格导出器](https://lab.uwa4d.com/lab/5c26dbc072745c25a8e40d04) +* [Excel2TextDiff](https://github.com/focus-creative-games/Excel2TextDiff) +* [luban](https://github.com/focus-creative-games/luban) diff --git a/XlsxTools/Xls2CS/Program.cs b/XlsxTools/Xls2CS/Program.cs new file mode 100644 index 000000000..b820a9049 --- /dev/null +++ b/XlsxTools/Xls2CS/Program.cs @@ -0,0 +1,12 @@ +using System; + +namespace Xls2CS +{ + class Program + { + static void Main(string[] args) + { + Console.WriteLine("Hello World!"); + } + } +} diff --git a/XlsxTools/Xls2CS/Xls2CS.csproj b/XlsxTools/Xls2CS/Xls2CS.csproj new file mode 100644 index 000000000..e5f9d754a --- /dev/null +++ b/XlsxTools/Xls2CS/Xls2CS.csproj @@ -0,0 +1,16 @@ + + + + Exe + netcoreapp3.1 + + + + + + + + + + + diff --git a/XlsxTools/Xls2CS/Xls2CS.sln b/XlsxTools/Xls2CS/Xls2CS.sln new file mode 100644 index 000000000..cf320fc93 --- /dev/null +++ b/XlsxTools/Xls2CS/Xls2CS.sln @@ -0,0 +1,25 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.30621.155 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Xls2CS", "Xls2CS.csproj", "{B247DCC4-668F-40ED-9068-23712D6E5734}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {B247DCC4-668F-40ED-9068-23712D6E5734}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {B247DCC4-668F-40ED-9068-23712D6E5734}.Debug|Any CPU.Build.0 = Debug|Any CPU + {B247DCC4-668F-40ED-9068-23712D6E5734}.Release|Any CPU.ActiveCfg = Release|Any CPU + {B247DCC4-668F-40ED-9068-23712D6E5734}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {A93043E0-1D51-4916-9E2C-404C97AB42CF} + EndGlobalSection +EndGlobal diff --git a/lua/LuaEncrypt/README.md b/lua/LuaEncrypt/README.md new file mode 100644 index 000000000..814e6d5ac --- /dev/null +++ b/lua/LuaEncrypt/README.md @@ -0,0 +1,11 @@ +## Lua加密与破解 +* [深入解析Lua脚本加密技术,给游戏代码加上“紧箍咒”](https://www.donews.com/news/detail/4/3116789.html) +* [[原创]浅析android手游lua脚本的加密与解密](https://bbs.pediy.com/thread-216969.htm) +* [有关LUA脚本解密](https://daimajiaoliu.com/daima/6cc9732d90d2c07) +* [Lua程序逆向之Luac字节码与反汇编](https://zhuanlan.zhihu.com/p/31217856) +* [random-lua-opcodes](https://github.com/frimin/random-lua-opcodes) +* [BetterLua51OpcodeDefinitions](https://github.com/KikoTheDon/BetterLua51OpcodeDefinitions) +* [Lua 修改虚拟机实战1 - 字节码顺序](https://www.jianshu.com/p/ca5377be1987) +* [Lua 修改虚拟机实战2 - 字节码顺序](https://www.jianshu.com/p/19307e5cf55c) +* [Lua 修改虚拟机实战3 - 运算](https://www.jianshu.com/p/17f39e01fd87) +* [Lua 修改虚拟机实战4 - function](https://www.jianshu.com/p/f0083a5980b6) diff --git a/lua/README.md b/lua/README.md index 01dbf6586..7bfbd3e3c 100644 --- a/lua/README.md +++ b/lua/README.md @@ -24,3 +24,40 @@ >* [22.基于tolua_rumtime扩展第三方库版本](https://github.com/jarjin/tolua_rumtime) >* [23.如何编译各平台使用的库:以编译tolua为例](https://blog.csdn.net/huangyushi/article/details/74457121) >* [24.tolua各个平台的编译](https://blog.csdn.net/Rhett_Yuan/article/details/79656306) +>* [25.tolua学习资料](https://github.com/xinzhuzi/Record/tree/master/source/_posts/Unity/ToLua) +>* [26.基于原型的Lua面向对象系统](https://github.com/kurapica/PLoop/blob/master/README-zh.md) +>* [27.记一次Lua语言中死循环查错](https://www.cnblogs.com/lijiajia/p/10817407.html) +>* [28.NewbieGameCoder的tolua_runtime(lua5.3分支)](https://github.com/NewbieGameCoder/tolua_runtime) +>* [29.tolua编译集成lua-protobuf指南](https://john.js.org/2020/11/02/ToLua-Compile-With-lua-protobuf/) +>* [30.如何编译tolua runtime库(NewbieGameCoder)](https://github.com/NewbieGameCoder/tolua_runtime/wiki) +>* [31.Unity开发:tolua升级Lua5.3后编译打包指南](https://zhuanlan.zhihu.com/p/71832614) +>* [32.Lua编程入门](https://www.kancloud.cn/thinkphp/lua-guide/43805) +>* [33.Lua 5.1 帮助手册](https://www.wenjiangs.com/docs/lua-doc) +>* [34.tolua_runtime-lua5.3](https://github.com/jarjin/tolua_runtime-lua5.3) +>* [35.仿制lua解释器的项目](https://github.com/Manistein/dummylua-tutorial) +>* [36.深入xLua实现原理之C#如何调用Lua](https://www.cnblogs.com/iwiniwin/p/15323970.html) +>* [37.深入xLua实现原理之Lua如何调用C#](https://www.cnblogs.com/iwiniwin/p/15307368.html) +>* [38.深入理解xLua基于IL代码注入的热更新原理](https://www.cnblogs.com/iwiniwin/p/15474919.html) +>* [39.xlua注入源码解读](https://www.igiven.com/unity-2019-09-03-xlua-inject/) +>* [40.Languages that compile to Lua](https://github.com/hengestone/lua-languages) +>* [41.[源码]Lua垃圾回收详解](https://mp.weixin.qq.com/s/kwka9ANBp87FNzGboHyQCg) +>* [42.LRU cache in Lua](https://github.com/starius/lua-lru) + +### lua书籍 +>* [《Lua设计与实现》随书源代码](https://github.com/lichuang/Lua-Source-Internal) +>* [Lua 5.1.4版本代码注释](https://github.com/lichuang/Lua-5.1.4-codedump) +>* [自己动手实现Lua:虚拟机、编译器和标准库](https://github.com/zxh0/luago-book) +>* [构建Lua解释器:虚拟机的基础](https://mp.weixin.qq.com/s/Ya9nQRBPLPkeaO2vpIg7-w) + +### lua加密与破解 +* [链接](./LuaEncrypt) + +### Lua热更新 +* [lua_hotupdate](https://github.com/asqbtcupid/lua_hotupdate) +* [LuaRuntimeHotfix](https://github.com/756915370/LuaRuntimeHotfix) + +### Lua性能优化工具 +* [Lua 性能分析工具 Lua profiler tool like gperftools](https://github.com/esrrhs/pLua) + +### Lua JIT +* [LuaJIT-5.3.6 多线程 垃圾回收](https://github.com/Yu2erer/LuaJIT-5.3.6) diff --git a/xasset_doc/README.md b/xasset_doc/README.md new file mode 100644 index 000000000..979e0fed1 --- /dev/null +++ b/xasset_doc/README.md @@ -0,0 +1,7 @@ +## xasset的文档收集和整理 + +* [xasset 官方文档](https://xasset.cc/) +* [xasset-6.1:如何让Unity项目生产力放飞?](https://zhuanlan.zhihu.com/p/364058188) +* [XASSET-6.1 入门指南](https://zhuanlan.zhihu.com/p/369974901) +* [xasset 7.0入门指南](https://www.lfzxb.top/xasset-7-study/) +* [Unity资源层的封装之接入xasset pro](https://zhuanlan.zhihu.com/p/461415252)