This commit is contained in:
2026-04-21 23:02:51 +08:00
parent e6ff3d2c19
commit fbe6ca9605
100 changed files with 10668 additions and 19173 deletions
+25
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@@ -8,6 +8,7 @@ using System.Net;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.UI;
using TMPro;
using UnityEngine.Video;
//ui面板枚举 这里要求分类 Main *00 *00-*99 整数为主界面尾数为子界面
public enum UIPanel
{
@@ -83,7 +84,27 @@ public class UIManager : MonoSingleton<UIManager>
[SerializeField] public Transform uiRoot;
private Dictionary<UIPanel, string> addressMap = new Dictionary<UIPanel, string>(); //第二种加载
public GameObject loadPanel;
public LoadingPanel ShowLoadPanel(VideoClip videoClip, Action action=null)
{
GameObject load = Instantiate(loadPanel, uiRoot);
var loadScript = load.GetComponent<LoadingPanel>();
load.transform.GetChild(0).gameObject.SetActive(true);
loadScript.player.clip = videoClip;
loadScript.player.Play();
loadScript.actionEnd = action;
return loadScript;
}
public LoadingPanel ShowLoadPanel(Sprite sprite, Action action = null)
{
GameObject load = Instantiate(loadPanel, uiRoot);
var loadScript = load.GetComponent<LoadingPanel>();
load.transform.GetChild(1).gameObject.SetActive(true);
loadScript.image_Bg.sprite = sprite;
loadScript.actionEnd = action;
return loadScript;
}
protected override void Awake()
{
base.Awake();
@@ -237,6 +258,10 @@ public class UIManager : MonoSingleton<UIManager>
Destroy(obj);
}
public void StopShowPanel(UIPanel type, object args, Action<UIBase> onShown, float YCtime)
{
StopCoroutine(CoShow(type, args, onShown, YCtime));
}
private IEnumerator CoShow(UIPanel type, object args, Action<UIBase> onShown, float YCtime)
{
yield return new WaitForSeconds(YCtime);
+8
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,14 @@
{
"name": "CameraShake",
"rootNamespace": "",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
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"defineConstraints": [],
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}
@@ -0,0 +1,7 @@
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,66 @@
using UnityEngine;
namespace CameraShake
{
/// <summary>
/// Contains methods for changing strength and direction of shakes depending on their position.
/// </summary>
public static class Attenuator
{
/// <summary>
/// Returns multiplier for the strength of a shake, based on source and camera positions.
/// </summary>
public static float Strength(StrengthAttenuationParams pars, Vector3 sourcePosition, Vector3 cameraPosition)
{
Vector3 vec = cameraPosition - sourcePosition;
float distance = Vector3.Scale(pars.axesMultiplier, vec).magnitude;
float strength = Mathf.Clamp01(1 - (distance - pars.clippingDistance) / pars.falloffScale);
return Power.Evaluate(strength, pars.falloffDegree);
}
/// <summary>
/// Returns displacement, opposite to the direction to the source in camera's local space.
/// </summary>
public static Displacement Direction(Vector3 sourcePosition, Vector3 cameraPosition, Quaternion cameraRotation)
{
Displacement direction = Displacement.Zero;
direction.position = (cameraPosition - sourcePosition).normalized;
direction.position = Quaternion.Inverse(cameraRotation) * direction.position;
direction.eulerAngles.x = direction.position.z;
direction.eulerAngles.y = direction.position.x;
direction.eulerAngles.z = -direction.position.x;
return direction;
}
[System.Serializable]
public class StrengthAttenuationParams
{
/// <summary>
/// Radius in which shake doesn't lose strength.
/// </summary>
[Tooltip("Radius in which shake doesn't lose strength.")]
public float clippingDistance = 10;
/// <summary>
/// Defines how fast strength falls with distance.
/// </summary>
[Tooltip("How fast strength falls with distance.")]
public float falloffScale = 50;
/// <summary>
/// Power of the falloff function.
/// </summary>
[Tooltip("Power of the falloff function.")]
public Degree falloffDegree = Degree.Quadratic;
/// <summary>
/// Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane.
/// </summary>
[Tooltip("Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane.")]
public Vector3 axesMultiplier = Vector3.one;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,133 @@
using UnityEngine;
namespace CameraShake
{
public class BounceShake : ICameraShake
{
readonly Params pars;
readonly AnimationCurve moveCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
readonly Vector3? sourcePosition = null;
float attenuation = 1;
Displacement direction;
Displacement previousWaypoint;
Displacement currentWaypoint;
int bounceIndex;
float t;
/// <summary>
/// Creates an instance of BounceShake.
/// </summary>
/// <param name="parameters">Parameters of the shake.</param>
/// <param name="sourcePosition">World position of the source of the shake.</param>
public BounceShake(Params parameters, Vector3? sourcePosition = null)
{
this.sourcePosition = sourcePosition;
pars = parameters;
Displacement rnd = Displacement.InsideUnitSpheres();
direction = Displacement.Scale(rnd, pars.axesMultiplier).Normalized;
}
/// <summary>
/// Creates an instance of BounceShake.
/// </summary>
/// <param name="parameters">Parameters of the shake.</param>
/// <param name="initialDirection">Initial direction of the shake motion.</param>
/// <param name="sourcePosition">World position of the source of the shake.</param>
public BounceShake(Params parameters, Displacement initialDirection, Vector3? sourcePosition = null)
{
this.sourcePosition = sourcePosition;
pars = parameters;
direction = Displacement.Scale(initialDirection, pars.axesMultiplier).Normalized;
}
public Displacement CurrentDisplacement { get; private set; }
public bool IsFinished { get; private set; }
public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)
{
attenuation = sourcePosition == null ?
1 : Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition);
currentWaypoint = attenuation * direction.ScaledBy(pars.positionStrength, pars.rotationStrength);
}
public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)
{
if (t < 1)
{
t += deltaTime * pars.freq;
if (pars.freq == 0) t = 1;
CurrentDisplacement = Displacement.Lerp(previousWaypoint, currentWaypoint,
moveCurve.Evaluate(t));
}
else
{
t = 0;
CurrentDisplacement = currentWaypoint;
previousWaypoint = currentWaypoint;
bounceIndex++;
if (bounceIndex > pars.numBounces)
{
IsFinished = true;
return;
}
Displacement rnd = Displacement.InsideUnitSpheres();
direction = -direction
+ pars.randomness * Displacement.Scale(rnd, pars.axesMultiplier).Normalized;
direction = direction.Normalized;
float decayValue = 1 - (float)bounceIndex / pars.numBounces;
currentWaypoint = decayValue * decayValue * attenuation
* direction.ScaledBy(pars.positionStrength, pars.rotationStrength);
}
}
[System.Serializable]
public class Params
{
/// <summary>
/// Strength of the shake for positional axes.
/// </summary>
[Tooltip("Strength of the shake for positional axes.")]
public float positionStrength = 0.05f;
/// <summary>
/// Strength of the shake for rotational axes.
/// </summary>
[Tooltip("Strength of the shake for rotational axes.")]
public float rotationStrength = 0.1f;
/// <summary>
/// Preferred direction of shaking.
/// </summary>
[Tooltip("Preferred direction of shaking.")]
public Displacement axesMultiplier = new Displacement(Vector2.one, Vector3.forward);
/// <summary>
/// Frequency of shaking.
/// </summary>
[Tooltip("Frequency of shaking.")]
public float freq = 25;
/// <summary>
/// Number of vibrations before stop.
/// </summary>
[Tooltip("Number of vibrations before stop.")]
public int numBounces = 5;
/// <summary>
/// Randomness of motion.
/// </summary>
[Range(0, 1)]
[Tooltip("Randomness of motion.")]
public float randomness = 0.5f;
/// <summary>
/// How strength falls with distance from the shake source.
/// </summary>
[Tooltip("How strength falls with distance from the shake source.")]
public Attenuator.StrengthAttenuationParams attenuation;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,113 @@
using UnityEngine;
namespace CameraShake
{
/// <summary>
/// Contains shorthands for creating common shake types.
/// </summary>
public class CameraShakePresets
{
readonly CameraShaker shaker;
public CameraShakePresets(CameraShaker shaker)
{
this.shaker = shaker;
}
/// <summary>
/// Suitable for short and snappy shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis.
/// </summary>
/// <param name="positionStrength">Strength of motion in X and Y axes.</param>
/// <param name="rotationStrength">Strength of rotation in Z axis.</param>
/// <param name="freq">Frequency of shaking.</param>
/// <param name="numBounces">Number of vibrations before stop.</param>
public void ShortShake2D(
float positionStrength = 0.08f,
float rotationStrength = 0.1f,
float freq = 25,
int numBounces = 5)
{
BounceShake.Params pars = new BounceShake.Params
{
positionStrength = positionStrength,
rotationStrength = rotationStrength,
freq = freq,
numBounces = numBounces
};
shaker.RegisterShake(new BounceShake(pars));
}
/// <summary>
/// Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes.
/// </summary>
/// <param name="strength">Strength of the shake.</param>
/// <param name="freq">Frequency of shaking.</param>
/// <param name="numBounces">Number of vibrations before stop.</param>
public void ShortShake3D(
float strength = 0.3f,
float freq = 25,
int numBounces = 5)
{
BounceShake.Params pars = new BounceShake.Params
{
axesMultiplier = new Displacement(Vector3.zero, new Vector3(1, 1, 0.4f)),
rotationStrength = strength,
freq = freq,
numBounces = numBounces
};
shaker.RegisterShake(new BounceShake(pars));
}
/// <summary>
/// Suitable for longer and stronger shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis.
/// </summary>
/// <param name="positionStrength">Strength of motion in X and Y axes.</param>
/// <param name="rotationStrength">Strength of rotation in Z axis.</param>
/// <param name="duration">Duration of the shake.</param>
public void Explosion2D(
float positionStrength = 1f,
float rotationStrength = 3,
float duration = 0.5f)
{
PerlinShake.NoiseMode[] modes =
{
new PerlinShake.NoiseMode(8, 1),
new PerlinShake.NoiseMode(20, 0.3f)
};
Envelope.EnvelopeParams envelopePars = new Envelope.EnvelopeParams();
envelopePars.decay = duration <= 0 ? 1 : 1 / duration;
PerlinShake.Params pars = new PerlinShake.Params
{
strength = new Displacement(new Vector3(1, 1) * positionStrength, Vector3.forward * rotationStrength),
noiseModes = modes,
envelope = envelopePars,
};
shaker.RegisterShake(new PerlinShake(pars));
}
/// <summary>
/// Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes.
/// </summary>
/// <param name="strength">Strength of the shake.</param>
/// <param name="duration">Duration of the shake.</param>
public void Explosion3D(
float strength = 8f,
float duration = 0.7f)
{
PerlinShake.NoiseMode[] modes =
{
new PerlinShake.NoiseMode(6, 1),
new PerlinShake.NoiseMode(20, 0.2f)
};
Envelope.EnvelopeParams envelopePars = new Envelope.EnvelopeParams();
envelopePars.decay = duration <= 0 ? 1 : 1 / duration;
PerlinShake.Params pars = new PerlinShake.Params
{
strength = new Displacement(Vector3.zero, new Vector3(1, 1, 0.5f) * strength),
noiseModes = modes,
envelope = envelopePars,
};
shaker.RegisterShake(new PerlinShake(pars));
}
}
}
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@@ -0,0 +1,98 @@
using System.Collections.Generic;
using UnityEngine;
namespace CameraShake
{
/// <summary>
/// Camera shaker component registeres new shakes, holds a list of active shakes, and applies them to the camera additively.
/// </summary>
public class CameraShaker : MonoBehaviour
{
public static CameraShaker Instance;
public static CameraShakePresets Presets;
readonly List<ICameraShake> activeShakes = new List<ICameraShake>();
[Tooltip("Transform which will be affected by the shakes.\n\nCameraShaker will set this transform's local position and rotation.")]
[SerializeField]
Transform cameraTransform;
[Tooltip("Scales the strength of all shakes.")]
[Range(0, 1)]
[SerializeField]
public float StrengthMultiplier = 1;
public CameraShakePresets ShakePresets;
/// <summary>
/// Adds a shake to the list of active shakes.
/// </summary>
public static void Shake(ICameraShake shake)
{
if (IsInstanceNull()) return;
Instance.RegisterShake(shake);
}
/// <summary>
/// Adds a shake to the list of active shakes.
/// </summary>
public void RegisterShake(ICameraShake shake)
{
shake.Initialize(cameraTransform.position,
cameraTransform.rotation);
activeShakes.Add(shake);
}
/// <summary>
/// Sets the transform which will be affected by the shakes.
/// </summary>
public void SetCameraTransform(Transform cameraTransform)
{
cameraTransform.localPosition = Vector3.zero;
cameraTransform.localEulerAngles = Vector3.zero;
this.cameraTransform = cameraTransform;
}
private void Awake()
{
Instance = this;
ShakePresets = new CameraShakePresets(this);
Presets = ShakePresets;
if (cameraTransform == null)
cameraTransform = transform;
}
private void Update()
{
if (cameraTransform == null) return;
Displacement cameraDisplacement = Displacement.Zero;
for (int i = activeShakes.Count - 1; i >= 0; i--)
{
if (activeShakes[i].IsFinished)
{
activeShakes.RemoveAt(i);
}
else
{
activeShakes[i].Update(Time.deltaTime, cameraTransform.position, cameraTransform.rotation);
cameraDisplacement += activeShakes[i].CurrentDisplacement;
}
}
cameraTransform.localPosition = StrengthMultiplier * cameraDisplacement.position;
cameraTransform.localRotation = Quaternion.Euler(StrengthMultiplier * cameraDisplacement.eulerAngles);
}
private static bool IsInstanceNull()
{
if (Instance == null)
{
Debug.LogError("CameraShaker Instance is missing!");
return true;
}
return false;
}
}
}
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@@ -0,0 +1,98 @@
using UnityEngine;
namespace CameraShake
{
/// <summary>
/// Representation of translation and rotation.
/// </summary>
[System.Serializable]
public struct Displacement
{
public Vector3 position;
public Vector3 eulerAngles;
public Displacement(Vector3 position, Vector3 eulerAngles)
{
this.position = position;
this.eulerAngles = eulerAngles;
}
public Displacement(Vector3 position)
{
this.position = position;
this.eulerAngles = Vector3.zero;
}
public static Displacement Zero
{
get
{
return new Displacement(Vector3.zero, Vector3.zero);
}
}
public static Displacement operator +(Displacement a, Displacement b)
{
return new Displacement(a.position + b.position,
b.eulerAngles + a.eulerAngles);
}
public static Displacement operator -(Displacement a, Displacement b)
{
return new Displacement(a.position - b.position,
b.eulerAngles - a.eulerAngles);
}
public static Displacement operator -(Displacement disp)
{
return new Displacement(-disp.position, -disp.eulerAngles);
}
public static Displacement operator *(Displacement coords, float number)
{
return new Displacement(coords.position * number,
coords.eulerAngles * number);
}
public static Displacement operator *(float number, Displacement coords)
{
return coords * number;
}
public static Displacement operator /(Displacement coords, float number)
{
return new Displacement(coords.position / number,
coords.eulerAngles / number);
}
public static Displacement Scale(Displacement a, Displacement b)
{
return new Displacement(Vector3.Scale(a.position, b.position),
Vector3.Scale(b.eulerAngles, a.eulerAngles));
}
public static Displacement Lerp(Displacement a, Displacement b, float t)
{
return new Displacement(Vector3.Lerp(a.position, b.position, t),
Vector3.Lerp(a.eulerAngles, b.eulerAngles, t));
}
public Displacement ScaledBy(float posScale, float rotScale)
{
return new Displacement(position * posScale, eulerAngles * rotScale);
}
public Displacement Normalized
{
get
{
return new Displacement(position.normalized, eulerAngles.normalized);
}
}
public static Displacement InsideUnitSpheres()
{
return new Displacement(Random.insideUnitSphere, Random.insideUnitSphere);
}
}
}
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+168
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@@ -0,0 +1,168 @@
using UnityEngine;
namespace CameraShake
{
/// <summary>
/// Controls strength of the shake over time.
/// </summary>
public class Envelope : IAmplitudeController
{
readonly EnvelopeParams pars;
readonly EnvelopeControlMode controlMode;
float amplitude;
float targetAmplitude;
float sustainEndTime;
bool finishWhenAmplitudeZero;
bool finishImmediately;
EnvelopeState state;
/// <summary>
/// Creates an Envelope instance.
/// </summary>
/// <param name="pars">Envelope parameters.</param>
/// <param name="controlMode">Pass Auto for a single shake, or Manual for controlling strength manually.</param>
public Envelope(EnvelopeParams pars, float initialTargetAmplitude, EnvelopeControlMode controlMode)
{
this.pars = pars;
this.controlMode = controlMode;
SetTarget(initialTargetAmplitude);
}
/// <summary>
/// The value by which you want to multiply shake displacement.
/// </summary>
public float Intensity { get; private set; }
public bool IsFinished
{
get
{
if (finishImmediately) return true;
return (finishWhenAmplitudeZero || controlMode == EnvelopeControlMode.Auto)
&& amplitude <= 0 && targetAmplitude <= 0;
}
}
public void Finish()
{
finishWhenAmplitudeZero = true;
SetTarget(0);
}
public void FinishImmediately()
{
finishImmediately = true;
}
/// <summary>
/// Update is called every frame by the shake.
/// </summary>
public void Update(float deltaTime)
{
if (IsFinished) return;
if (state == EnvelopeState.Increase)
{
if (pars.attack > 0)
amplitude += deltaTime * pars.attack;
if (amplitude > targetAmplitude || pars.attack <= 0)
{
amplitude = targetAmplitude;
state = EnvelopeState.Sustain;
if (controlMode == EnvelopeControlMode.Auto)
sustainEndTime = Time.time + pars.sustain;
}
}
else
{
if (state == EnvelopeState.Decrease)
{
if (pars.decay > 0)
amplitude -= deltaTime * pars.decay;
if (amplitude < targetAmplitude || pars.decay <= 0)
{
amplitude = targetAmplitude;
state = EnvelopeState.Sustain;
}
}
else
{
if (controlMode == EnvelopeControlMode.Auto && Time.time > sustainEndTime)
{
SetTarget(0);
}
}
}
amplitude = Mathf.Clamp01(amplitude);
Intensity = Power.Evaluate(amplitude, pars.degree);
}
public void SetTargetAmplitude(float value)
{
if (controlMode == EnvelopeControlMode.Manual && !finishWhenAmplitudeZero)
{
SetTarget(value);
}
}
private void SetTarget(float value)
{
targetAmplitude = Mathf.Clamp01(value);
state = targetAmplitude > amplitude ? EnvelopeState.Increase : EnvelopeState.Decrease;
}
[System.Serializable]
public class EnvelopeParams
{
/// <summary>
/// How fast the amplitude rises.
/// </summary>
[Tooltip("How fast the amplitude increases.")]
public float attack = 10;
/// <summary>
/// How long in seconds the amplitude holds a maximum value.
/// </summary>
[Tooltip("How long in seconds the amplitude holds maximum value.")]
public float sustain = 0;
/// <summary>
/// How fast the amplitude falls.
/// </summary>
[Tooltip("How fast the amplitude decreases.")]
public float decay = 1f;
/// <summary>
/// Power in which the amplitude is raised to get intensity.
/// </summary>
[Tooltip("Power in which the amplitude is raised to get intensity.")]
public Degree degree = Degree.Cubic;
}
public enum EnvelopeControlMode { Auto, Manual }
public enum EnvelopeState { Sustain, Increase, Decrease }
}
public interface IAmplitudeController
{
/// <summary>
/// Sets value to which amplitude will move over time.
/// </summary>
void SetTargetAmplitude(float value);
/// <summary>
/// Sets amplitude to zero and finishes the shake when zero is reached.
/// </summary>
void Finish();
/// <summary>
/// Immediately finishes the shake.
/// </summary>
void FinishImmediately();
}
}
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using UnityEngine;
namespace CameraShake
{
public interface ICameraShake
{
/// <summary>
/// Represents current position and rotation of the camera according to the shake.
/// </summary>
Displacement CurrentDisplacement { get; }
/// <summary>
/// Shake system will dispose the shake on the first frame when this is true.
/// </summary>
bool IsFinished { get; }
/// <summary>
/// CameraShaker calls this when the shake is added to the list of active shakes.
/// </summary>
void Initialize(Vector3 cameraPosition, Quaternion cameraRotation);
/// <summary>
/// CameraShaker calls this every frame on active shakes.
/// </summary>
void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation);
}
}
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+121
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@@ -0,0 +1,121 @@
using UnityEngine;
namespace CameraShake
{
public class KickShake : ICameraShake
{
readonly Params pars;
readonly Vector3? sourcePosition;
readonly bool attenuateStrength;
Displacement direction;
Displacement prevWaypoint;
Displacement currentWaypoint;
bool release;
float t;
/// <summary>
/// Creates an instance of KickShake in the direction from the source to the camera.
/// </summary>
/// <param name="parameters">Parameters of the shake.</param>
/// <param name="sourcePosition">World position of the source of the shake.</param>
/// <param name="attenuateStrength">Change strength depending on distance from the camera?</param>
public KickShake(Params parameters, Vector3 sourcePosition, bool attenuateStrength)
{
pars = parameters;
this.sourcePosition = sourcePosition;
this.attenuateStrength = attenuateStrength;
}
/// <summary>
/// Creates an instance of KickShake.
/// </summary>
/// <param name="parameters">Parameters of the shake.</param>
/// <param name="direction">Direction of the kick.</param>
public KickShake(Params parameters, Displacement direction)
{
pars = parameters;
this.direction = direction.Normalized;
}
public Displacement CurrentDisplacement { get; private set; }
public bool IsFinished { get; private set; }
public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)
{
if (sourcePosition != null)
{
direction = Attenuator.Direction(sourcePosition.Value, cameraPosition, cameraRotation);
if (attenuateStrength)
direction *= Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition);
}
currentWaypoint = Displacement.Scale(direction, pars.strength);
}
public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)
{
if (t < 1)
{
Move(deltaTime,
release ? pars.releaseTime : pars.attackTime,
release ? pars.releaseCurve : pars.attackCurve);
}
else
{
CurrentDisplacement = currentWaypoint;
prevWaypoint = currentWaypoint;
if (release)
{
IsFinished = true;
return;
}
else
{
release = true;
t = 0;
currentWaypoint = Displacement.Zero;
}
}
}
private void Move(float deltaTime, float duration, AnimationCurve curve)
{
if (duration > 0)
t += deltaTime / duration;
else
t = 1;
CurrentDisplacement = Displacement.Lerp(prevWaypoint, currentWaypoint, curve.Evaluate(t));
}
[System.Serializable]
public class Params
{
/// <summary>
/// Strength of the shake for each axis.
/// </summary>
[Tooltip("Strength of the shake for each axis.")]
public Displacement strength = new Displacement(Vector3.zero, Vector3.one);
/// <summary>
/// How long it takes to move forward.
/// </summary>
[Tooltip("How long it takes to move forward.")]
public float attackTime = 0.05f;
public AnimationCurve attackCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
/// <summary>
/// How long it takes to move back.
/// </summary>
[Tooltip("How long it takes to move back.")]
public float releaseTime = 0.2f;
public AnimationCurve releaseCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
/// <summary>
/// How strength falls with distance from the shake source.
/// </summary>
[Tooltip("How strength falls with distance from the shake source.")]
public Attenuator.StrengthAttenuationParams attenuation;
}
}
}
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using UnityEngine;
namespace CameraShake
{
public class PerlinShake : ICameraShake
{
readonly Params pars;
readonly Envelope envelope;
public IAmplitudeController AmplitudeController;
Vector2[] seeds;
float time;
Vector3? sourcePosition;
float norm;
/// <summary>
/// Creates an instance of PerlinShake.
/// </summary>
/// <param name="parameters">Parameters of the shake.</param>
/// <param name="maxAmplitude">Maximum amplitude of the shake.</param>
/// <param name="sourcePosition">World position of the source of the shake.</param>
/// <param name="manualStrengthControl">Pass true if you want to control amplitude manually.</param>
public PerlinShake(
Params parameters,
float maxAmplitude = 1,
Vector3? sourcePosition = null,
bool manualStrengthControl = false)
{
pars = parameters;
envelope = new Envelope(pars.envelope, maxAmplitude,
manualStrengthControl ?
Envelope.EnvelopeControlMode.Manual : Envelope.EnvelopeControlMode.Auto);
AmplitudeController = envelope;
this.sourcePosition = sourcePosition;
}
public Displacement CurrentDisplacement { get; private set; }
public bool IsFinished { get; private set; }
public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)
{
seeds = new Vector2[pars.noiseModes.Length];
norm = 0;
for (int i = 0; i < seeds.Length; i++)
{
seeds[i] = Random.insideUnitCircle * 20;
norm += pars.noiseModes[i].amplitude;
}
}
public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)
{
if (envelope.IsFinished)
{
IsFinished = true;
return;
}
time += deltaTime;
envelope.Update(deltaTime);
Displacement disp = Displacement.Zero;
for (int i = 0; i < pars.noiseModes.Length; i++)
{
disp += pars.noiseModes[i].amplitude / norm *
SampleNoise(seeds[i], pars.noiseModes[i].freq);
}
CurrentDisplacement = envelope.Intensity * Displacement.Scale(disp, pars.strength);
if (sourcePosition != null)
CurrentDisplacement *= Attenuator.Strength(pars.attenuation, sourcePosition.Value, cameraPosition);
}
private Displacement SampleNoise(Vector2 seed, float freq)
{
Vector3 position = new Vector3(
Mathf.PerlinNoise(seed.x + time * freq, seed.y),
Mathf.PerlinNoise(seed.x, seed.y + time * freq),
Mathf.PerlinNoise(seed.x + time * freq, seed.y + time * freq));
position -= Vector3.one * 0.5f;
Vector3 rotation = new Vector3(
Mathf.PerlinNoise(-seed.x - time * freq, -seed.y),
Mathf.PerlinNoise(-seed.x, -seed.y - time * freq),
Mathf.PerlinNoise(-seed.x - time * freq, -seed.y - time * freq));
rotation -= Vector3.one * 0.5f;
return new Displacement(position, rotation);
}
[System.Serializable]
public class Params
{
/// <summary>
/// Strength of the shake for each axis.
/// </summary>
[Tooltip("Strength of the shake for each axis.")]
public Displacement strength = new Displacement(Vector3.zero, new Vector3(2, 2, 0.8f));
/// <summary>
/// Layers of perlin noise with different frequencies.
/// </summary>
[Tooltip("Layers of perlin noise with different frequencies.")]
public NoiseMode[] noiseModes = { new NoiseMode(12, 1) };
/// <summary>
/// Strength over time.
/// </summary>
[Tooltip("Strength of the shake over time.")]
public Envelope.EnvelopeParams envelope;
/// <summary>
/// How strength falls with distance from the shake source.
/// </summary>
[Tooltip("How strength falls with distance from the shake source.")]
public Attenuator.StrengthAttenuationParams attenuation;
}
[System.Serializable]
public struct NoiseMode
{
public NoiseMode(float freq, float amplitude)
{
this.freq = freq;
this.amplitude = amplitude;
}
/// <summary>
/// Frequency multiplier for the noise.
/// </summary>
[Tooltip("Frequency multiplier for the noise.")]
public float freq;
/// <summary>
/// Amplitude of the mode.
/// </summary>
[Tooltip("Amplitude of the mode.")]
[Range(0, 1)]
public float amplitude;
}
}
}
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namespace CameraShake
{
public static class Power
{
public static float Evaluate(float value, Degree degree)
{
switch (degree)
{
case Degree.Linear:
return value;
case Degree.Quadratic:
return value * value;
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case Degree.Quadric:
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default:
return value;
}
}
}
public enum Degree { Linear, Quadratic, Cubic, Quadric }
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class BoxesSpawner : MonoBehaviour
{
public int num;
public float maxSize;
public float minSize;
public GameObject boxPrefab;
public List<Color> colors;
private void Start()
{
for (int i = 0; i < num; i++)
{
var box = Instantiate(boxPrefab, Random.insideUnitCircle * 5, Quaternion.identity);
box.GetComponent<SpriteRenderer>().color = colors[Random.Range(0, colors.Count)];
box.transform.localScale = Vector3.one * Random.Range(minSize, maxSize);
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
SceneManager.LoadScene(0);
}
}
}
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using UnityEngine;
public class Explosion : MonoBehaviour
{
public float force;
public GameObject particles;
public void Explode()
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 5);
Instantiate(particles, transform);
foreach (var collider in colliders)
{
if (collider.GetComponent<Rigidbody2D>() != null)
{
Vector2 vec = collider.transform.position - transform.position;
float mag = vec.magnitude;
vec.Normalize();
collider.GetComponent<Rigidbody2D>().
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}
}
}
}
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using UnityEngine;
// Don't forget to add this.
using CameraShake;
public class ExplosionTrigger : MonoBehaviour
{
private void Update()
{
if (Input.GetKeyDown(KeyCode.Mouse0))
{
FindObjectOfType<Explosion>().Explode();
// Shaking the camera.
CameraShaker.Presets.ShortShake2D();
}
}
}
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using UnityEngine;
public class Movement : MonoBehaviour
{
bool move;
int stomps;
int direction = 1;
// Called by animator
public void Move()
{
move = true;
}
// Called by animator
public void StopMove()
{
move = false;
stomps += 1;
if (stomps > 7)
{
stomps = 0;
direction = -direction;
}
}
void Update()
{
if (move)
{
transform.position += transform.forward * Time.deltaTime * direction * 10;
}
}
}
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using UnityEngine;
// Don't forget to add this.
using CameraShake;
public class ShakeTrigger : MonoBehaviour
{
// Parameters of the shake to tweak in the inspector.
public BounceShake.Params shakeParams;
// This is called by animator.
public void Stomp()
{
Vector3 sourcePosition = transform.position;
// Creating new instance of a shake and registering it in the system.
CameraShaker.Shake(new BounceShake(shakeParams, sourcePosition));
}
}
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@@ -7,6 +7,8 @@ using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEngine.Video;
public class GameManager : MonoSingleton<GameManager>
{
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}
// Start is called before the first frame update
public Button btn_Skip;
public VideoClip startVideoClip;
void Start()
{
UIManager.Instance.ShowAsync(UIPanel.LoginPanel,null,null,30);
var v = UIManager.Instance.ShowLoadPanel(startVideoClip);
UIManager.Instance.ShowAsync(UIPanel.LoginPanel,null,null,28);
btn_Skip.onClick.AddListener(() =>
{
UIManager.Instance.StopShowPanel(UIPanel.LoginPanel, null, null, 28);
UIManager.Instance.ShowAsync(UIPanel.LoginPanel, null, null, 0);
v.LoadBar(100);
});
}
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using DG.Tweening;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;
public class LoadingPanel : MonoBehaviour
{
public VideoPlayer player;
public Image image_Bg;
public Action actionEnd;
public float fadeTime = 1.3f;
/// <summary>
/// 进入条进度值
/// </summary>
/// <param name="count">最大100 100时直接删除</param>
public void LoadBar(int count)
{
if (count == 100)
{
Destroy(gameObject, fadeTime);
if (player.gameObject.activeSelf)
{
player.GetComponent<RawImage>().DOFade(0, fadeTime);
}
if (image_Bg.gameObject.activeSelf)
{
image_Bg.DOFade(0, fadeTime);
}
actionEnd?.Invoke();
}
}
}
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@@ -530,9 +530,9 @@ RectTransform:
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+1 -1
View File
@@ -1,4 +1,4 @@
= In-game Debug Console (v1.8.2) =
= In-game Debug Console (v1.8.4) =
Documentation: https://github.com/yasirkula/UnityIngameDebugConsole
FAQ: https://github.com/yasirkula/UnityIngameDebugConsole#faq
@@ -1,9 +1,4 @@
#if UNITY_EDITOR || UNITY_STANDALONE
// Unity's Text component doesn't render <b> tag correctly on mobile devices
#define USE_BOLD_COMMAND_SIGNATURES
#endif
using UnityEngine;
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
@@ -11,7 +6,7 @@ using System.Globalization;
using System.Reflection;
using System.Text;
using Object = UnityEngine.Object;
#if UNITY_EDITOR && UNITY_2021_1_OR_NEWER
#if UNITY_EDITOR
using SystemInfo = UnityEngine.Device.SystemInfo; // To support Device Simulator on Unity 2021.1+
#endif
@@ -527,9 +522,7 @@ namespace IngameDebugConsole
StringBuilder methodSignature = new StringBuilder( 256 );
string[] parameterSignatures = new string[parameterTypes.Length];
#if USE_BOLD_COMMAND_SIGNATURES
methodSignature.Append( "<b>" );
#endif
methodSignature.Append( command );
if( parameterTypes.Length > 0 )
@@ -549,9 +542,7 @@ namespace IngameDebugConsole
}
}
#if USE_BOLD_COMMAND_SIGNATURES
methodSignature.Append( "</b>" );
#endif
if( !string.IsNullOrEmpty( description ) )
methodSignature.Append( ": " ).Append( description );
@@ -13,7 +13,6 @@ namespace IngameDebugConsole
{
public class DebugLogItem : MonoBehaviour, IPointerClickHandler
{
#pragma warning disable 0649
// Cached components
[SerializeField]
private RectTransform transformComponent;
@@ -40,7 +39,6 @@ namespace IngameDebugConsole
[SerializeField]
private Button copyLogButton;
#pragma warning restore 0649
// Debug entry to show with this log item
private DebugLogEntry logEntry;
@@ -9,7 +9,7 @@ using TMPro;
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
using UnityEngine.InputSystem;
#endif
#if UNITY_EDITOR && UNITY_2021_1_OR_NEWER
#if UNITY_EDITOR
using Screen = UnityEngine.Device.Screen; // To support Device Simulator on Unity 2021.1+
#endif
@@ -47,7 +47,6 @@ namespace IngameDebugConsole
{
public static DebugLogManager Instance { get; private set; }
#pragma warning disable 0649
[Header( "Properties" )]
[SerializeField]
[HideInInspector]
@@ -325,7 +324,6 @@ namespace IngameDebugConsole
// Recycled list view to handle the log items efficiently
[SerializeField]
private DebugLogRecycledListView recycledListView;
#pragma warning restore 0649
private bool isLogWindowVisible = true;
public bool IsLogWindowVisible { get { return isLogWindowVisible; } }
@@ -885,8 +883,6 @@ namespace IngameDebugConsole
}
}
}
recycledListView.OnViewportWidthChanged();
}
// If SnapToBottom is enabled, force the scrollbar to the bottom
@@ -950,11 +946,8 @@ namespace IngameDebugConsole
if( screenDimensionsChanged )
{
// Update the recycled list view
if( isLogWindowVisible )
recycledListView.OnViewportHeightChanged();
else
popupManager.UpdatePosition( true );
if (!isLogWindowVisible)
popupManager.UpdatePosition(true);
#if UNITY_EDITOR || UNITY_ANDROID || UNITY_IOS
CheckScreenCutout();
@@ -1583,12 +1576,46 @@ namespace IngameDebugConsole
commandInputFieldAutoCompletedNow = false;
}
// Command input field has lost focus
private void OnEndEditCommand( string command )
{
if( commandSuggestionsContainer.gameObject.activeSelf )
commandSuggestionsContainer.gameObject.SetActive( false );
}
// Command input field has lost focus
private void OnEndEditCommand(string command)
{
if (!commandSuggestionsContainer.gameObject.activeSelf)
return;
// Check if any command suggestion is clicked
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
if (visibleCommandSuggestionInstances > 0 && Pointer.current != null && Pointer.current.press.wasPressedThisFrame)
#else
if (visibleCommandSuggestionInstances > 0 && Input.GetMouseButtonDown(0))
#endif
{
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
Vector2 pointerPosition = Pointer.current.position.ReadValue();
#else
Vector2 pointerPosition = Input.mousePosition;
#endif
Canvas canvas = commandInputField.textComponent.canvas;
Camera canvasCamera = (canvas.renderMode == RenderMode.ScreenSpaceOverlay || (canvas.renderMode == RenderMode.ScreenSpaceCamera && canvas.worldCamera == null)) ? null : (canvas.worldCamera != null) ? canvas.worldCamera : Camera.main;
if (RectTransformUtility.RectangleContainsScreenPoint(commandSuggestionsContainer, pointerPosition, canvasCamera) && RectTransformUtility.ScreenPointToLocalPointInRectangle(commandSuggestionsContainer, pointerPosition, canvasCamera, out Vector2 localPoint))
{
/// <see cref="commandSuggestionInstances"/> have their Pivot Y set to 1 so we need localPoint to have the same pivot value.
localPoint.y -= commandSuggestionsContainer.rect.height;
for (int i = 0; i < visibleCommandSuggestionInstances; i++)
{
if (localPoint.y >= commandSuggestionInstances[i].rectTransform.anchoredPosition.y - commandSuggestionInstances[i].rectTransform.sizeDelta.y * commandSuggestionInstances[i].rectTransform.pivot.y)
{
commandInputField.text = matchingCommandSuggestions[i].command + ((matchingCommandSuggestions[i].parameters.Length > 0) ? " " : null);
StartCoroutine(ActivateCommandInputFieldCoroutine());
return;
}
}
}
}
commandSuggestionsContainer.gameObject.SetActive(false);
}
// Debug window is being resized,
// Set the sizeDelta property of the window accordingly while
@@ -1643,9 +1670,6 @@ namespace IngameDebugConsole
anchorMin.y = Mathf.Clamp01( localPoint.y / canvasSize.y );
logWindowTR.anchorMin = anchorMin;
// Update the recycled list view
recycledListView.OnViewportHeightChanged();
}
// Determine the filtered list of debug entries to show on screen
@@ -1831,17 +1855,22 @@ namespace IngameDebugConsole
#endif
}
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBGL
private IEnumerator ActivateCommandInputFieldCoroutine()
{
// Waiting 1 frame before activating commandInputField ensures that the toggleKey isn't captured by it
yield return null;
commandInputField.ActivateInputField();
private IEnumerator ActivateCommandInputFieldCoroutine()
{
yield return null;
yield return null;
commandInputField.MoveTextEnd( false );
}
#endif
/// Don't select the text during this automated activation of <see cref="TMP_InputField"/> because it's distracting.
bool onFocusSelectAll = commandInputField.onFocusSelectAll;
commandInputField.onFocusSelectAll = false;
commandInputField.ActivateInputField();
/// Wait for <see cref="TMP_InputField.LateUpdate"/> because input field's activation is handled there.
yield return null;
commandInputField.MoveTextEnd(false);
commandInputField.onFocusSelectAll = onFocusSelectAll;
}
// Pool an unused log item
internal void PoolLogItem( DebugLogItem logItem )
@@ -3,7 +3,7 @@ using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
using TMPro;
#if UNITY_EDITOR && UNITY_2021_1_OR_NEWER
#if UNITY_EDITOR
using Screen = UnityEngine.Device.Screen; // To support Device Simulator on Unity 2021.1+
#endif
@@ -23,7 +23,6 @@ namespace IngameDebugConsole
// Canvas group to modify visibility of the popup
private CanvasGroup canvasGroup;
#pragma warning disable 0649
[SerializeField]
private DebugLogManager debugManager;
@@ -40,7 +39,6 @@ namespace IngameDebugConsole
private Color alertColorWarning;
[SerializeField]
private Color alertColorError;
#pragma warning restore 0649
// Number of new debug entries since the log window has been closed
private int newInfoCount = 0, newWarningCount = 0, newErrorCount = 0;
@@ -55,6 +53,12 @@ namespace IngameDebugConsole
public bool IsVisible { get; private set; }
private Vector2 SavedNormalizedPosition
{
get => PlayerPrefs.HasKey("IDGPPos") ? JsonUtility.FromJson<Vector2>(PlayerPrefs.GetString("IDGPPos", "{}")) : new Vector2(0.5f, 0f); // Right edge by default
set => PlayerPrefs.SetString("IDGPPos", JsonUtility.ToJson(value));
}
private void Awake()
{
popupTransform = (RectTransform) transform;
@@ -64,14 +68,14 @@ namespace IngameDebugConsole
normalColor = backgroundImage.color;
halfSize = popupTransform.sizeDelta * 0.5f;
Vector2 pos = popupTransform.anchoredPosition;
if( pos.x != 0f || pos.y != 0f )
normalizedPosition = pos.normalized; // Respect the initial popup position set in the prefab
else
normalizedPosition = new Vector2( 0.5f, 0f ); // Right edge by default
normalizedPosition = SavedNormalizedPosition;
}
protected void OnDestroy()
{
SavedNormalizedPosition = normalizedPosition;
}
public void NewLogsArrived( int newInfo, int newWarning, int newError )
{
if( newInfo > 0 )
@@ -8,7 +8,6 @@ namespace IngameDebugConsole
{
public class DebugLogRecycledListView : MonoBehaviour
{
#pragma warning disable 0649
// Cached components
[SerializeField]
private RectTransform transformComponent;
@@ -21,7 +20,6 @@ namespace IngameDebugConsole
private Color logItemNormalColor2;
[SerializeField]
private Color logItemSelectedColor;
#pragma warning restore 0649
internal DebugLogManager manager;
private ScrollRect scrollView;
@@ -45,6 +43,8 @@ namespace IngameDebugConsole
private bool isCollapseOn = false;
private bool viewportSizeChanged;
// Current indices of debug entries shown on screen
private int currentTopIndex = -1, currentBottomIndex = -1;
@@ -293,12 +293,29 @@ namespace IngameDebugConsole
return -1;
}
// Log window's width has changed, update the expanded (currently selected) log's height
public void OnViewportWidthChanged()
{
if( indexOfSelectedLogEntry >= entriesToShow.Count )
return;
private void OnRectTransformDimensionsChange()
{
viewportSizeChanged = true;
}
private void LateUpdate()
{
if (viewportSizeChanged)
{
viewportSizeChanged = false;
OnViewportSizeChanged();
}
}
private void OnViewportSizeChanged()
{
if (indexOfSelectedLogEntry >= entriesToShow.Count)
{
UpdateItemsInTheList(false);
return;
}
// Update the expanded (currently selected) log's height
CalculateSelectedLogEntryHeight();
CalculateContentHeight();
UpdateItemsInTheList( true );
@@ -306,12 +323,6 @@ namespace IngameDebugConsole
manager.ValidateScrollPosition();
}
// Log window's height has changed, update the list
public void OnViewportHeightChanged()
{
UpdateItemsInTheList( false );
}
private void CalculateContentHeight()
{
float newHeight = Mathf.Max( 1f, entriesToShow.Count * logItemHeight );
@@ -6,10 +6,8 @@ namespace IngameDebugConsole
{
public class DebugLogResizeListener : MonoBehaviour, IBeginDragHandler, IDragHandler
{
#pragma warning disable 0649
[SerializeField]
private DebugLogManager debugManager;
#pragma warning restore 0649
// This interface must be implemented in order to receive drag events
void IBeginDragHandler.OnBeginDrag( PointerEventData eventData )
@@ -11,10 +11,8 @@ namespace IngameDebugConsole
[DefaultExecutionOrder( 1000 )]
public class EventSystemHandler : MonoBehaviour
{
#pragma warning disable 0649
[SerializeField]
private GameObject embeddedEventSystem;
#pragma warning restore 0649
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
private void Awake()
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+7 -570
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"depth": 0,
"source": "builtin",
"source": "registry",
"dependencies": {
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}
"com.unity.ugui": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.timeline": {
"version": "1.7.7",
@@ -376,7 +335,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ugui": {
"version": "2.0.0",
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
@@ -441,12 +400,6 @@
"com.unity.modules.animation": "1.0.0"
}
},
"com.unity.modules.hierarchycore": {
"version": "1.0.0",
"depth": 1,
"source": "builtin",
"dependencies": {}
},
"com.unity.modules.imageconversion": {
"version": "1.0.0",
"depth": 0,
@@ -535,9 +488,7 @@
"dependencies": {
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.hierarchycore": "1.0.0",
"com.unity.modules.physics": "1.0.0"
"com.unity.modules.jsonserialize": "1.0.0"
}
},
"com.unity.modules.umbra": {
+5 -6
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@@ -3,7 +3,7 @@
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@@ -59,14 +59,13 @@ GraphicsSettings:
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m_FogKeepExp2: 1
m_AlbedoSwatchInfos: []
m_RenderPipelineGlobalSettingsMap:
UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 18dc0cd2c080841dea60987a38ce93fa,
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m_ShaderBuildSettings:
keywordDeclarationOverrides: []
m_LightsUseLinearIntensity: 1
m_LightsUseColorTemperature: 1
m_DefaultRenderingLayerMask: 1
m_LogWhenShaderIsCompiled: 0
m_SRPDefaultSettings:
UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 18dc0cd2c080841dea60987a38ce93fa,
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m_LightProbeOutsideHullStrategy: 0
m_CameraRelativeLightCulling: 0
m_CameraRelativeShadowCulling: 0
+2 -2
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@@ -1,2 +1,2 @@
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m_EditorVersionWithRevision: 6000.3.11f1 (3000ef702840)
m_EditorVersion: 2022.3.62f3
m_EditorVersionWithRevision: 2022.3.62f3 (96770f904ca7)
@@ -13,7 +13,5 @@ MonoBehaviour:
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customInterpolatorWarningThreshold: 16
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+1 -2
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@@ -12,5 +12,4 @@ MonoBehaviour:
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m_Name:
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m_ProjectSettingFolderPath: URPDefaultResources
m_LastMaterialVersion: 7