skybox subsetter

This commit is contained in:
SoulliesOfficial
2025-07-09 01:01:06 -04:00
parent 6533997d59
commit 537caabfa9
128 changed files with 13280 additions and 2268 deletions

View File

@@ -25,6 +25,7 @@ namespace Dreamteck.Splines
public enum MotionType { None, UseParticleSystem, FollowForward, FollowBackward, ByNormal, ByNormalRandomized }
public enum Wrap { Default, Loop }
public bool is3D;
public float width = 10f;
public Vector3 extendDirection = Vector3.right;
@@ -141,6 +142,8 @@ namespace Dreamteck.Splines
particle.velocity = trs.InverseTransformDirection(particle.velocity);
}
protected override void Reset()
{
base.Reset();
@@ -157,7 +160,15 @@ namespace Dreamteck.Splines
{
Evaluate(particleData.GetSplinePercent(wrapMode, _particles[index], motionType), ref evalResult);
Vector3 resultRight = evalResult.right;
_particles[index].position = evalResult.position + extendDirection * particleData.initialOffset;
if (!is3D)
{
_particles[index].position = evalResult.position + extendDirection * particleData.initialOffset;
}
else
{
_particles[index].position = evalResult.position + particleData.threeDOffset;
}
if (apply3DRotation)
{
_particles[index].rotation3D = evalResult.rotation.eulerAngles;
@@ -217,8 +228,16 @@ namespace Dreamteck.Splines
if (emitFromShell) circle = Quaternion.AngleAxis(Random.Range(0f, 360f), Vector3.forward) * Vector2.right;
else circle = Random.insideUnitCircle;
}
if (!is3D)
{
newParticleData.initialOffset = Random.Range(-width, width);
}
else
{
newParticleData.threeDOffset = new Vector3(Random.Range(-width, width), Random.Range(-width, width), 0);
}
newParticleData.initialOffset = Random.Range(-width, width);
newParticleData.startOffset = circle * 0.5f;
newParticleData.endOffset = Random.insideUnitCircle * 0.5f;
_particleDataMap.Add(seed, newParticleData);
@@ -265,6 +284,7 @@ namespace Dreamteck.Splines
public class Particle
{
internal float initialOffset;
internal Vector3 threeDOffset = Vector3.zero;
internal Vector2 startOffset = Vector2.zero;
internal Vector2 endOffset = Vector2.zero;
internal float cycleSpeed = 0f;

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@@ -27,6 +27,7 @@ namespace Dreamteck.Splines.Editor
SerializedProperty wrapMode = serializedObject.FindProperty("wrapMode");
SerializedProperty minCycles = serializedObject.FindProperty("minCycles");
SerializedProperty maxCycles = serializedObject.FindProperty("maxCycles");
SerializedProperty is3D = serializedObject.FindProperty("is3D");
SerializedProperty width = serializedObject.FindProperty("width");
SerializedProperty extendDirection = serializedObject.FindProperty("extendDirection");
@@ -40,6 +41,7 @@ namespace Dreamteck.Splines.Editor
EditorGUILayout.PropertyField(pauseWhenNotVisible);
EditorGUILayout.PropertyField(emitPoint);
EditorGUILayout.PropertyField(offset);
EditorGUILayout.PropertyField(is3D);
EditorGUILayout.PropertyField(width);
if (width.floatValue < 0f) width.floatValue = 0f;
EditorGUILayout.PropertyField(extendDirection);

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@@ -0,0 +1,105 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class CameraFieldOfView : AnimationBase
{
public FlexibleFloat fieldOfView;
public GameCamera targetGameCamera;
public static CameraFieldOfView GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameCamera gameCamera, FlexibleFloat fieldOfView)
{
CameraFieldOfView camFOV = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
.AddComponent<CameraFieldOfView>();
camFOV.Initialize(elementName, id, tags, isFirstGenerated, gameCamera);
camFOV.animatedObject = gameCamera;
camFOV.targetGameCamera = gameCamera;
camFOV.fieldOfView = fieldOfView;
camFOV.animationReturnType = FlexibleReturnType.Before;
return camFOV;
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
}
protected override void UpdateAnimation(float songTime)
{
fieldOfView.UpdateFlexibleFloat(songTime);
if (fieldOfView.returnType == FlexibleReturnType.MiddleExecuting)
{
targetGameCamera.perspectiveAngle = fieldOfView.value;
targetGameCamera.gameCamera.fieldOfView = fieldOfView.value;
}
}
public override void ApplyTimeOffset(float offset)
{
base.ApplyTimeOffset(offset);
fieldOfView.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
}
}
public partial class CameraFieldOfView
{
public override void SaveBM()
{
matchedBM = new CameraFieldOfView_BM(elementName, elementGuid, tags, targetGameCamera.matchedBM as GameCamera_BM, fieldOfView.ConvertToBM());
}
public override void SetUpInspector()
{
base.SetUpInspector();
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Camera Field of View");
var subcontainer = container.GenerateSubcontainer(3);
var fovButton = inspector.GenerateButton(this, subcontainer, "Field of View", () =>
{
inspector.GenerateCompositeParameterWindow(this, "Field of View", nameof(fieldOfView)).SetAsFlexibleFloat();
});
}
}
namespace Beatmap
{
public partial class CameraFieldOfView_BM : AnimationBase_BM
{
public FlexibleFloat_BM fieldOfView;
public CameraFieldOfView_BM()
{
}
public CameraFieldOfView_BM(string elementName, Guid elementGuid, List<string> tags,
GameElement_BM attachedElement, FlexibleFloat_BM fieldOfView)
: base(elementName, elementGuid, tags, attachedElement)
{
this.fieldOfView = fieldOfView;
}
public override void ExecuteBM()
{
matchedElement = CameraFieldOfView.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as GameCamera, fieldOfView.ConvertToGameType());
}
public override GameElement DuplicateBM(GameElement parent)
{
return CameraFieldOfView.GenerateElement(elementName, Guid.NewGuid(), tags, false,
parent as GameCamera, fieldOfView.ConvertToGameType());
}
}
}
}

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@@ -75,7 +75,7 @@ namespace Ichni.RhythmGame
namespace Beatmap
{
public class TrackTotalTimeChange_BM : GameElement_BM
public class TrackTotalTimeChange_BM : AnimationBase_BM
{
public FlexibleFloat_BM totalTime;

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@@ -107,15 +107,18 @@ namespace Ichni.RhythmGame
var container = inspector.GenerateContainer("Color");
var subcontainer = container.GenerateSubcontainer(1, 300f);
var baseColor = inspector.GenerateBaseColorPicker(this, subcontainer, "Base Color", nameof(originalBaseColor));
baseColor.AddListenerFunction(Refresh);
if (attachedGameElement.childElementList.Exists(x => x is BaseColorChange))
if ((attachedGameElement as IHaveColorSubmodule).haveBaseColor)
{
baseColor.title.text += " (Occupied by Animation)";
baseColor.canvasGroup.interactable = false;
var baseColor = inspector.GenerateBaseColorPicker(this, subcontainer, "Base Color", nameof(originalBaseColor));
baseColor.AddListenerFunction(Refresh);
if (attachedGameElement.childElementList.Exists(x => x is BaseColorChange))
{
baseColor.title.text += " (Occupied by Animation)";
baseColor.canvasGroup.interactable = false;
}
}
if ((attachedGameElement as IHaveColorSubmodule).haveEmission)
if ((attachedGameElement as IHaveColorSubmodule).haveEmissionColor)
{
var emissionColor = inspector.GenerateEmissionColorPicker(this, subcontainer, "Emission Color",
nameof(emissionEnabled), nameof(originalEmissionColor), nameof(originalEmissionIntensity));
@@ -142,7 +145,8 @@ namespace Ichni.RhythmGame
public interface IHaveColorSubmodule
{
public ColorSubmodule colorSubmodule { get; set; }
public bool haveEmission => false;
public virtual bool haveBaseColor => true;
public virtual bool haveEmissionColor => false;
public void SetColorObserver()
{

View File

@@ -133,6 +133,7 @@ namespace Ichni.RhythmGame
{ "Bloom", new BloomEffect(1, 2, CustomCurvePresets.Parabolic(1, 0, 1)) },
{ "CameraShake", new CameraShakeEffect(1, 50, 1, 1, 1) },
{ "CameraOffset", new CameraOffsetEffect(0.2f, Vector3.forward, CustomCurvePresets.CustomPeakTimeParabolic(1, 0, 1, 0.3f)) },
{ "CameraZoom", new CameraZoomEffect(0.2f, 5f,CustomCurvePresets.Parabolic(1,0,1))},
{ "CameraTilt", new CameraTiltEffect(0.2f, new Vector3(0, 0, 5), CustomCurvePresets.CustomPeakTimeParabolic(1, 0, 1, 0.3f)) },
{ "ChromaticAberration", new ChromaticAberrationEffect(1, 1, CustomCurvePresets.Parabolic(1, 0, 1)) },
{ "Vignette", new VignetteEffect(1, 1, 0.4f, Color.black, CustomCurvePresets.Parabolic(1, 0, 1)) },

View File

@@ -13,6 +13,7 @@ namespace Ichni.RhythmGame
public float bpm; //每分钟节拍数
public float delay; //设定音乐和谱面延迟Delay秒后开始在延迟中SongPosition为负数。
public float songLength;
public float songTime;
public float songBeat => songTime / 60 * bpm;
@@ -25,7 +26,18 @@ namespace Ichni.RhythmGame
this.delay = delay;
songLocation = EditorManager.instance.projectInformation.projectPath + "/" + songName;
Debug.Log("Loading song from " + songLocation + " " + ES3.FileExists(songLocation));
song = ES3.LoadAudio(songLocation, AudioType.WAV);
string extension = System.IO.Path.GetExtension(songLocation).ToLower();
song = extension switch
{
".mp3" => ES3.LoadAudio(songLocation, AudioType.MPEG),
".ogg" => ES3.LoadAudio(songLocation, AudioType.OGGVORBIS),
".wav" => ES3.LoadAudio(songLocation, AudioType.WAV),
_ => throw new System.Exception("Unsupported audio format: " + extension)
};
songLength = song.length;
}
public void SaveBM()

View File

@@ -53,7 +53,7 @@ namespace Ichni.RhythmGame
var generateBaseColorChangeButton = inspector.GenerateButton(this, generateAnimation, "Base Color Change",
() => BaseColorChange.GenerateElement("New Base Color Change", Guid.NewGuid(), new List<string>(), true,
this, new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat(), new FlexibleFloat()));
if (haveEmission)
if (haveEmissionColor)
{
var generateEmissionColorChangeButton = inspector.GenerateButton(this, generateAnimation, "Emission Color Change",
() => EmissionColorChange.GenerateElement("New Emission Color Change", Guid.NewGuid(), new List<string>(), true,

View File

@@ -71,7 +71,9 @@ namespace Ichni.RhythmGame
StandardInspectionElement.GenerateForTransform(this, container); //关于有Transform的元素
var generateAnimation = container.GenerateSubcontainer(3);
var fovAnimationButton = inspector.GenerateButton(this, generateAnimation, "Field of View",
() => CameraFieldOfView.GenerateElement("New Field of View", Guid.NewGuid(),
new List<string>(), true, this, new FlexibleFloat()));
var extensionButton = inspector.GenerateButton(this, generateAnimation, "Extension",
() => GameCameraExtension.GenerateElement("New Extension", Guid.NewGuid(),
new List<string>(), true, this, 1000f));

View File

@@ -0,0 +1,83 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using Lean.Pool;
using MoreMountains.Feedbacks;
using UnityEngine;
namespace Ichni.RhythmGame
{
public class CameraZoomEffect : EffectBase
{
public float duration;
public float relativeZoom;
public AnimationCurve zoomCurve;
Camera gameCamera => EditorManager.instance.cameraManager.gameCamera.gameCamera;
public CameraZoomEffect(float duration, float relativeZoom, AnimationCurve zoomCurve)
{
this.effectTime = 0f;
this.duration = duration;
this.relativeZoom = relativeZoom;
this.zoomCurve = zoomCurve;
}
public override void Adjust()
{
MMF_Player effect = LeanPool.Spawn(EditorManager.instance.basePrefabs.cameraZoomEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_CameraFieldOfView>().Duration = duration;
effect.GetFeedbackOfType<MMF_CameraFieldOfView>().RemapFieldOfViewOne = relativeZoom;
effect.GetFeedbackOfType<MMF_CameraFieldOfView>().ShakeFieldOfView = zoomCurve;
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, duration);
}
public override EffectBase_BM ConvertToBM()
{
return new Beatmap.CameraZoomEffect_BM(duration, relativeZoom, zoomCurve);
}
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Camera Shake");
var effectSettings = container.GenerateSubcontainer(3);
var zoomDurationInputField = inspector.GenerateInputField(this, effectSettings, "Zoom Duration", nameof(duration));
var relativeZoomInputField = inspector.GenerateInputField(this, effectSettings, "Relative Zoom", nameof(relativeZoom));
var zoomCurveButton = inspector.GenerateButton(this, effectSettings, "Intensity Curve", () =>
{
var zoomCurveWindow =
inspector.GenerateCompositeParameterWindow(this, "Intensity Curve", nameof(zoomCurve)).SetAsCustomCurve();
});
}
}
namespace Beatmap
{
public class CameraZoomEffect_BM : EffectBase_BM
{
public float duration;
public float relativeZoom;
public AnimationCurve zoomCurve;
public CameraZoomEffect_BM()
{
}
public CameraZoomEffect_BM(float duration, float relativeZoom, AnimationCurve zoomCurve)
{
this.duration = duration;
this.relativeZoom = relativeZoom;
this.zoomCurve = zoomCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new CameraZoomEffect(duration, relativeZoom, zoomCurve);
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f032e18bed2fda546a37183f170e6e49
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -4,6 +4,7 @@ using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
using UnityEngine.Serialization;
namespace Ichni.RhythmGame
{
@@ -15,6 +16,8 @@ namespace Ichni.RhythmGame
public Material skyboxMaterial;
public string backgroundSpriteName;
public Sprite backgroundSprite;
[FormerlySerializedAs("skyboxController")] public SkyboxSubsetter skyboxSubsetter;
public static BackgroundSetter GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, GameElement parentElement, bool useSkybox, string skyboxThemeBundleName,
@@ -36,10 +39,11 @@ namespace Ichni.RhythmGame
backgroundSetter.backgroundSpriteName = backgroundSpriteName;
return backgroundSetter;
}
public override void Refresh()
{
EditorManager.instance.backgroundController.EnableBackground(!useSkybox);
if (useSkybox)
if (useSkybox && skyboxSubsetter == null)
{
SetSkybox(skyboxThemeBundleName, skyboxMaterialName);
}
@@ -80,6 +84,21 @@ namespace Ichni.RhythmGame
useSkyboxToggle.AddListenerFunction(() => EditorManager.instance.backgroundController.EnableBackground(!useSkybox));
useSkyboxToggle.AddListenerFunction(() => SetInputFields(useSkybox));
var generateContainer = inspector.GenerateContainer("Generate");
var generateSubContainer = generateContainer.GenerateSubcontainer(3);
var generateSkyboxControllerButton = inspector.GenerateButton(this, generateSubContainer, "Skybox Controller", () =>
{
if (skyboxSubsetter == null)
{
SkyboxSubsetter.GenerateElement("New Skybox Subsetter", Guid.NewGuid(), new List<string>(), true, this,
new List<string>(), new List<string>(), new List<float>(), new List<float>());
}
else
{
LogWindow.Log("There is already a Skybox Subsetter in the scene.", Color.yellow);
}
});
}
}

View File

@@ -0,0 +1,200 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.Editor;
using Ichni.RhythmGame;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
using UnityEngine.Serialization;
using Object = UnityEngine.Object;
namespace Ichni.RhythmGame
{
public partial class SkyboxSubsetter : GameElement
{
public SkyboxBlender skyboxBlender;
public List<string> skyBoxThemeBundleList;
public List<string> skyboxNameList;
public List<Material> skyboxMaterialList;
public List<float> blendSpeedList;
public List<float> blendTimeList;
public int currentSkyboxIndex = 0;
public List<string> themeBundleListForSelection;
public List<string> skyboxNameListForSelection;
public string selectedThemeBundle;
public string selectedSkybox;
public static SkyboxSubsetter GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, GameElement parentElement, List<string> themeBundleList,List<string> skyboxList,
List<float> blendTimeList, List<float> blendSpeedList)
{
SkyboxSubsetter skyboxSubsetter = Instantiate(EditorManager.instance.basePrefabs.emptyObject)
.AddComponent<SkyboxSubsetter>();
EditorManager.instance.backgroundSetter.skyboxSubsetter = skyboxSubsetter;
skyboxSubsetter.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
skyboxSubsetter.skyBoxThemeBundleList = themeBundleList;
skyboxSubsetter.skyboxNameList = skyboxList;
skyboxSubsetter.skyboxMaterialList = new List<Material>();
skyboxSubsetter.blendTimeList = blendTimeList;
skyboxSubsetter.blendSpeedList = blendSpeedList;
skyboxSubsetter.SetUpBlender();
skyboxSubsetter.themeBundleListForSelection = ThemeBundleManager.instance.loadedThemeBundleList.ConvertAll(x => x.themeBundleName);
skyboxSubsetter.skyboxNameListForSelection = new List<string>();
skyboxSubsetter.selectedThemeBundle = String.Empty;
skyboxSubsetter.selectedSkybox = String.Empty;
return skyboxSubsetter;
}
private void SetUpBlender()
{
skyboxBlender = gameObject.AddComponent<SkyboxBlender>();
skyboxBlender.loop = false;
skyboxBlender.timeToWait = 0f;
skyboxBlender.updateLighting = false;
skyboxBlender.updateReflections = false;
skyboxBlender.skyboxMaterials = new List<Material>();
for (int i = 0; i < skyBoxThemeBundleList.Count; i++)
{
Material skybox = ThemeBundleManager.instance.GetObject<Material>(skyBoxThemeBundleList[i], skyboxNameList[i]);
skyboxMaterialList.Add(skybox);
skyboxBlender.skyboxMaterials.Add(skybox);
}
skyboxBlender.makeFirstMaterialSkybox = true;
skyboxBlender.InspectorAndAwakeChanges();
}
private void AddSkybox(string skyboxThemeBundleName, string skyboxObjectName)
{
Material skybox = ThemeBundleManager.instance.GetObject<Material>(skyboxThemeBundleName, skyboxObjectName);
if (skybox != null)
{
skyBoxThemeBundleList.Add(skyboxThemeBundleName);
skyboxNameList.Add(skyboxObjectName);
skyboxMaterialList.Add(skybox);
skyboxBlender.skyboxMaterials.Add(skybox);
}
}
private void Update()
{
if (skyBoxThemeBundleList.Count > 1)
{
float songTime = EditorManager.instance.songInformation.songTime;
float delay = EditorManager.instance.songInformation.delay;
float finalTime = EditorManager.instance.songInformation.songLength;
for (var index = 0; index < blendTimeList.Count + 1; index++)
{
float startTime = index == 0 ? -delay : blendTimeList[index - 1];
float endTime = index >= blendTimeList.Count ? finalTime : blendTimeList[index];
if(songTime >= startTime && songTime < endTime && currentSkyboxIndex != index)
{
currentSkyboxIndex = index;
if(currentSkyboxIndex != 0) skyboxBlender.blendSpeed = blendSpeedList[currentSkyboxIndex - 1];
skyboxBlender.Blend(currentSkyboxIndex, false);
DynamicGI.UpdateEnvironment();
}
}
}
}
public override void SaveBM()
{
matchedBM = new SkyboxSubsetter_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
skyBoxThemeBundleList, skyboxNameList, blendTimeList, blendSpeedList);
}
}
public partial class SkyboxSubsetter
{
public override void SetUpInspector()
{
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
Inspector inspectorMain = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Skybox Subsetter");
DynamicUISubcontainer mainSettings = container.GenerateSubcontainer(3);
var blendSpeedListButton = inspector.GenerateButton(this, mainSettings, "Blend Speed List", () =>
{
inspector.GenerateCompositeParameterWindow(this, "Blend Speed List", nameof(blendSpeedList))
.SetAsFloatList();
});
var blendTimeListButton = inspector.GenerateButton(this, mainSettings, "Blend Time List", () =>
{
inspector.GenerateCompositeParameterWindow(this, "Blend Time List", nameof(blendTimeList))
.SetAsFloatList();
});
DynamicUISubcontainer materialSettings = container.GenerateSubcontainer(3);
Debug.Log((mainSettings == null) + " " + (themeBundleListForSelection == null) + " " + (selectedThemeBundle == null));
var themeBundleDropdown =
inspector.GenerateDropdown(this, materialSettings, "Theme Bundle", themeBundleListForSelection, nameof(selectedThemeBundle))
.AddListenerFunction(() => inspectorMain.SetInspector(this));
if (selectedThemeBundle != String.Empty && ThemeBundleManager.instance.TryGetThemeBundle(selectedThemeBundle, out ThemeBundle themeBundle))
{
skyboxNameListForSelection = themeBundle.assetList_Material.ConvertAll(x => x.name);
var objectNameDropdown =
inspector.GenerateDropdown(this, materialSettings, "Material Name", skyboxNameListForSelection, nameof(selectedSkybox))
.AddListenerFunction(() => inspectorMain.SetInspector(this));
}
else
{
var objectNameDropdown =
inspector.GenerateDropdown(this, materialSettings, "Material Name", new List<string>(), nameof(selectedSkybox));
objectNameDropdown.dropdown.interactable = false;
} // 如果没有选择主题包,则材质名称下拉框不可用
var setMaterialButton = inspector.GenerateButton(this, materialSettings, "Add Skybox", () =>
{
AddSkybox(selectedThemeBundle, selectedSkybox);
});
if (selectedThemeBundle == String.Empty || selectedSkybox == String.Empty)
{
setMaterialButton.button.interactable = false;
}
}
}
namespace Beatmap
{
public class SkyboxSubsetter_BM : GameElement_BM
{
public List<string> skyBoxThemeBundleList;
public List<string> skyboxNameList;
public List<float> blendTimeList;
public List<float> blendSpeedList;
public SkyboxSubsetter_BM()
{
}
public SkyboxSubsetter_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
List<string> skyBoxThemeBundleList, List<string> skyboxNameList, List<float> blendTimeList, List<float> blendSpeedList)
: base(elementName, elementGuid, tags, attachedElement)
{
this.skyBoxThemeBundleList = skyBoxThemeBundleList;
this.skyboxNameList = skyboxNameList;
this.blendTimeList = blendTimeList;
this.blendSpeedList = blendSpeedList;
}
public override void ExecuteBM()
{
matchedElement = SkyboxSubsetter.GenerateElement(elementName, elementGuid, tags, false,
GetElement(attachedElementGuid), skyBoxThemeBundleList, skyboxNameList, blendTimeList, blendSpeedList);
}
public override GameElement DuplicateBM(GameElement attached)
{
return SkyboxSubsetter.GenerateElement(elementName, Guid.NewGuid(), tags, false,
attached, skyBoxThemeBundleList, skyboxNameList, blendTimeList, blendSpeedList);
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2312c9a28a322f445b6a61d3c72a9d26
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -13,7 +13,7 @@ namespace Ichni.RhythmGame
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
public virtual bool haveEmission => false;
public virtual bool haveEmissionColor => false;
public static SubstantialObject GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
string themeBundleName, string objectName, GameElement parentElement)

View File

@@ -9,27 +9,39 @@ using UnityEngine.Serialization;
namespace Ichni.RhythmGame
{
public partial class ParticleTracker : GameElement
public partial class ParticleTracker : GameElement, IHaveColorSubmodule
{
public Track track;
public ParticleController particleController;
public ParticleSystem particle;
public ColorSubmodule colorSubmodule { get; set; }
public bool haveBaseColor => true;
public bool haveEmissionColor => true;
public float playTime;
public float stopTime;
public float width;
public float density;
public bool prewarm;
public bool isAutoOrient;
public Vector3 particleRotation;
public string themeBundleName;
public string materialName;
public bool prewarm;
public float playTime;
public float stopTime;
public bool is3D;
public float width;
public Vector3 extendDirection;
public float density;
public float lifeTime;
public bool isAutoOrient;
public Vector3 particleRotation;
public static ParticleTracker GenerateElement(string elementName, Guid id, List<string> tags,
bool isFirstGenerated, Track track, string themeBundleName, string materialName,
float playTime, float stopTime,
float width, float density, bool prewarm, bool isAutoOrient, Vector3 particleRotation)
bool prewarm, float playTime, float stopTime,
bool is3D, float width, Vector3 extendDirection,
float density, float lifeTime,
bool isAutoOrient, Vector3 particleRotation)
{
ParticleTracker particleTracker = Instantiate(EditorManager.instance.basePrefabs.particleTracker, track.transform)
.GetComponent<ParticleTracker>();
@@ -41,27 +53,43 @@ namespace Ichni.RhythmGame
particleTracker.themeBundleList = ThemeBundleManager.instance.loadedThemeBundleList.ConvertAll(x => x.themeBundleName);
particleTracker.materialNameList = new List<string>();
particleTracker.SetParticleMaterial(themeBundleName, materialName);
particleTracker.SetParticleSettings(width, density, prewarm, isAutoOrient, particleRotation);
particleTracker.SetParticleSettings(prewarm, is3D, width, extendDirection, density, lifeTime, isAutoOrient, particleRotation);
return particleTracker;
}
public override void SetDefaultSubmodules()
{
colorSubmodule = new ColorSubmodule(this, Color.white, true, Color.white, 0);
}
public void SetParticleMaterial(string themeBundleName, string materialName)
{
Material material = ThemeBundleManager.instance.GetObject<Material>(themeBundleName, materialName) ??
EditorManager.instance.basePrefabs.defaultParticleMaterial;
particle.GetComponent<Renderer>().material = Instantiate(material);
Renderer particleRenderer = particle.GetComponent<Renderer>();
particleRenderer.material = Instantiate(material);
particleRenderer.InitializeShader();
}
public void SetParticleSettings(float width, float density, bool prewarm, bool isAutoOrient, Vector3 particleRotation)
public void SetParticleSettings(bool prewarm,
bool is3D, float width, Vector3 extendDirection,
float density, float lifeTime,
bool isAutoOrient, Vector3 particleRotation)
{
this.prewarm = prewarm;
this.is3D = is3D;
this.width = width;
this.extendDirection = extendDirection;
this.density = density;
this.lifeTime = lifeTime;
this.prewarm = prewarm;
this.isAutoOrient = isAutoOrient;
this.particleRotation = particleRotation;
SetWidth();
SetShape();
SetDensity();
SetLifeTime();
SetAlignment();
}
}
@@ -88,7 +116,7 @@ namespace Ichni.RhythmGame
{
matchedBM = new ParticleTracker_BM(elementName, elementGuid, tags,
parentElement.matchedBM as GameElement_BM,
playTime, stopTime, width, density, prewarm, isAutoOrient, particleRotation,
prewarm, playTime, stopTime, is3D, width, extendDirection, density, lifeTime, isAutoOrient, particleRotation,
themeBundleName, materialName);
}
@@ -97,22 +125,31 @@ namespace Ichni.RhythmGame
public override void SetUpInspector()
{
base.SetUpInspector();
IHaveInspection inspector = EditorManager.instance.uiManager.inspector;
Inspector inspectorMain = EditorManager.instance.uiManager.inspector;
var container = inspector.GenerateContainer("Particle Tracker");
DynamicUISubcontainer particleSettings0 = container.GenerateSubcontainer(3);
inspector.GenerateToggle(this, particleSettings0, "Prewarm", nameof(prewarm)).AddListenerFunction(SetPrewarm);
inspector.GenerateInputField(this, particleSettings0, "Play Time", nameof(playTime));
inspector.GenerateInputField(this, particleSettings0, "Stop Time", nameof(stopTime));
inspector.GenerateInputField(this, particleSettings0, "Width", nameof(width)).AddListenerFunction(SetWidth);
inspector.GenerateInputField(this, particleSettings0, "Density", nameof(density)).AddListenerFunction(SetDensity);
inspector.GenerateToggle(this, particleSettings0, "Prewarm", nameof(prewarm)).AddListenerFunction(SetPrewarm);
inspector.GenerateToggle(this, particleSettings0, "Is Auto Orient", nameof(isAutoOrient)).AddListenerFunction(SetAlignment);
DynamicUISubcontainer particleSettings1_0 = container.GenerateSubcontainer(3);
inspector.GenerateToggle(this, particleSettings1_0, "Is 3D", nameof(is3D)).AddListenerFunction(SetShape);
inspector.GenerateInputField(this, particleSettings1_0, "Width", nameof(width)).AddListenerFunction(SetShape);
DynamicUISubcontainer particleSettings1_1 = container.GenerateSubcontainer(1);
inspector.GenerateVector3InputField(this, particleSettings1_1, "Extend Direction", nameof(extendDirection)).AddListenerFunction(SetShape);
DynamicUISubcontainer particleSettings1 = container.GenerateSubcontainer(1);
inspector.GenerateVector3InputField(this, particleSettings1, "Particle Rotation", nameof(particleRotation)).AddListenerFunction(SetParticleRotation);
DynamicUISubcontainer particleSettings2 = container.GenerateSubcontainer(3);
inspector.GenerateInputField(this, particleSettings2, "Density", nameof(density)).AddListenerFunction(SetDensity);
inspector.GenerateInputField(this, particleSettings2, "Life Time", nameof(lifeTime)).AddListenerFunction(SetLifeTime);
DynamicUISubcontainer particleSettings3_0 = container.GenerateSubcontainer(3);
inspector.GenerateToggle(this, particleSettings3_0, "Is Auto Orient", nameof(isAutoOrient)).AddListenerFunction(SetAlignment);
DynamicUISubcontainer particleSettings3_1 = container.GenerateSubcontainer(1);
inspector.GenerateVector3InputField(this, particleSettings3_1, "Particle Rotation", nameof(particleRotation)).AddListenerFunction(SetParticleRotation);
DynamicUISubcontainer materialSettings = container.GenerateSubcontainer(3);
var themeBundleDropdown =
@@ -120,7 +157,7 @@ namespace Ichni.RhythmGame
.AddListenerFunction(() => inspectorMain.SetInspector(this));
if (themeBundleName != String.Empty && ThemeBundleManager.instance.TryGetThemeBundle(themeBundleName, out ThemeBundle themeBundle))
{
materialNameList = themeBundle.assetList_GameObject.ConvertAll(x => x.name);
materialNameList = themeBundle.assetList_Material.ConvertAll(x => x.name);
var objectNameDropdown =
inspector.GenerateDropdown(this, materialSettings, "Material Name", materialNameList, nameof(materialName))
.AddListenerFunction(() => inspectorMain.SetInspector(this));
@@ -146,9 +183,11 @@ namespace Ichni.RhythmGame
public partial class ParticleTracker
{
private void SetWidth()
private void SetShape()
{
particleController.is3D = is3D;
particleController.width = width;
particleController.extendDirection = extendDirection;
particleController.Rebuild();
}
@@ -158,6 +197,12 @@ namespace Ichni.RhythmGame
emission.rateOverTime = density;
}
private void SetLifeTime()
{
var mainModule = particle.main;
mainModule.startLifetime = lifeTime;
}
private void SetPrewarm()
{
var mainModule = particle.main;
@@ -188,21 +233,44 @@ namespace Ichni.RhythmGame
mainModule.startRotationY = particleRotation.y;
mainModule.startRotationZ = particleRotation.z;
}
public override void Refresh()
{
base.Refresh();
ParticleSystemRenderer particleSystemRenderer = particle.GetComponent<ParticleSystemRenderer>();
particleSystemRenderer.material.SetColor("_BaseColor", colorSubmodule.currentBaseColor);
if (colorSubmodule.emissionEnabled)
{
particleSystemRenderer.material.EnableKeyword("_EMISSION_ON");
particleSystemRenderer.material.SetColor("_EmissionColor", colorSubmodule.GetCurrentEmissionColor());
}
else
{
particleSystemRenderer.material.DisableKeyword("_EMISSION_ON");
}
}
}
namespace Beatmap
{
public class ParticleTracker_BM : GameElement_BM
{
public float playTime;
public float stopTime;
public float width;
public float density;
public bool prewarm;
public bool isAutoOrient;
public Vector3 particleRotation;
public string materialThemeBundleName;
public string materialName;
public bool prewarm = false;
public float playTime = 0f;
public float stopTime = 1f;
public bool is3D = false;
public float width = 10f;
public Vector3 extendDirection = Vector3.right;
public float density = 10;
public float lifeTime = 5;
public bool isAutoOrient = true;
public Vector3 particleRotation = Vector3.zero;
public string materialThemeBundleName = string.Empty;
public string materialName = string.Empty;
public ParticleTracker_BM()
{
@@ -210,18 +278,23 @@ namespace Ichni.RhythmGame
}
public ParticleTracker_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM attachedElement,
float playTime, float stopTime,
float width, float density, bool prewarm, bool isAutoOrient, Vector3 particleRotation,
string materialThemeBundleName, string materialName)
: base(elementName, elementGuid, tags, attachedElement)
bool prewarm, float playTime, float stopTime,
bool is3D, float width, Vector3 extendDirection,
float density, float lifeTime,
bool isAutoOrient, Vector3 particleRotation,
string materialThemeBundleName, string materialName) : base(elementName, elementGuid, tags, attachedElement)
{
this.prewarm = prewarm;
this.playTime = playTime;
this.stopTime = stopTime;
this.width = width;
this.density = density;
this.prewarm = prewarm;
this.is3D = is3D;
this.extendDirection = extendDirection;
this.lifeTime = lifeTime;
this.isAutoOrient = isAutoOrient;
this.particleRotation = particleRotation;
this.materialThemeBundleName = materialThemeBundleName;
this.materialName = materialName;
}
@@ -230,17 +303,16 @@ namespace Ichni.RhythmGame
{
matchedElement = ParticleTracker.GenerateElement(
elementName, elementGuid, tags, false,
GetElement(attachedElementGuid) as Track,
materialThemeBundleName, materialName,
playTime, stopTime, width, density, prewarm, isAutoOrient, particleRotation);
GetElement(attachedElementGuid) as Track, materialThemeBundleName, materialName,
prewarm, playTime, stopTime, is3D, width, extendDirection, density, lifeTime, isAutoOrient, particleRotation);
}
public override GameElement DuplicateBM(GameElement attached)
{
return ParticleTracker.GenerateElement(
elementName, Guid.NewGuid(), tags, false, attached as Track,
materialThemeBundleName, materialName,
playTime, stopTime, width, density, prewarm, isAutoOrient, particleRotation);
elementName, Guid.NewGuid(), tags, false,
attached as Track, materialThemeBundleName, materialName,
prewarm, playTime, stopTime, is3D, width, extendDirection, density, lifeTime, isAutoOrient, particleRotation);
}
}
}

View File

@@ -19,7 +19,7 @@ namespace Ichni.RhythmGame
public TransformSubmodule transformSubmodule { get; set; }
public TimeDurationSubmodule timeDurationSubmodule { get; set; }
public ColorSubmodule colorSubmodule { get; set; }
public bool haveEmission => false;
public bool haveEmissionColor => false;
public override int HierarchyPriority => -100;
[Title("Editor独有参数")]

View File

@@ -167,7 +167,7 @@ namespace Ichni.RhythmGame
var particleTrackerButton = inspector.GenerateButton(this, particleSubcontainer, "Particle Tracker",
() => { ParticleTracker.GenerateElement("New Particle Tracker", Guid.NewGuid(), new List<string>(), true, this,
string.Empty, string.Empty, 0, 1, 10, 10, true, true, Vector3.zero); }); //Particle Tracker
string.Empty, string.Empty, false, 0, 1, false, 10, Vector3.right, 10, 5, true, Vector3.zero); }); //Particle Tracker
StandardInspectionElement.GenerateForTransform(this, generateContainer); //关于有Transform的元素
// var animationSubcontainer = generateContainer.GenerateSubcontainer(3);

View File

@@ -36,6 +36,7 @@ namespace Ichni.RhythmGame
[Title("Effect相关")] public Material defaultParticleMaterial;
public GameObject bloomEffect;
public GameObject cameraZoomEffect;
public GameObject cameraShakeEffect;
public GameObject cameraTiltEffect;
public GameObject chromaticAberrationEffect;

View File

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using UnityEngine;
using UnityEngine.InputSystem;
namespace SkyboxBlenderSpace
{
public class SpacebarClick : MonoBehaviour
{
public SkyboxBlender skyboxScript;
bool isStopped;
void Update()
{
if (Keyboard.current.spaceKey.wasPressedThisFrame) {
skyboxScript.Blend();
isStopped = false;
}
// stop blending
if (Keyboard.current.eKey.wasPressedThisFrame) {
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isStopped = false;
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using UnityEngine;
using UnityEngine.InputSystem;
namespace SkyboxBlenderSpace
{
public class SpacebarClick2 : MonoBehaviour
{
public SkyboxBlender skyboxScript;
bool isStopped;
void Update()
{
if (Keyboard.current.spaceKey.wasPressedThisFrame) {
skyboxScript.Blend(true);
isStopped = false;
}
// stop blending
if (Keyboard.current.eKey.wasPressedThisFrame) {
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using UnityEngine;
namespace SkyboxBlenderSpace
{
public class SpacebarClick3 : MonoBehaviour
{
public SkyboxBlender skyboxScript;
bool isStopped;
void Update()
{
if (Input.GetKeyDown(KeyCode.Space)) {
skyboxScript.Blend(2);
isStopped = false;
}
// stop blending
if (Input.GetKeyDown(KeyCode.E)) {
if (isStopped) {
skyboxScript.Blend(2);
isStopped = false;
}
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isStopped = true;
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Please consider leaving us your feedback and tell us what you think. We always appreciate it as it helps us make this asset better and supports us.

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using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(SkyboxBlender))]
public class SkyboxBlenderInspector : Editor
{
SerializedProperty skyboxMaterials,
makeFirstMaterialSkybox,
blendSpeed,
timeToWait,
loop,
updateLighting,
updateReflections,
updateEveryFrames,
keepRotating,
rotateToAngle,
rotationSpeed,
stopRotationOnBlendFinish;
void OnEnable()
{
skyboxMaterials = serializedObject.FindProperty("skyboxMaterials");
makeFirstMaterialSkybox = serializedObject.FindProperty("makeFirstMaterialSkybox");
blendSpeed = serializedObject.FindProperty("blendSpeed");
timeToWait = serializedObject.FindProperty("timeToWait");
loop = serializedObject.FindProperty("loop");
updateLighting = serializedObject.FindProperty("updateLighting");
updateReflections = serializedObject.FindProperty("updateReflections");
updateEveryFrames = serializedObject.FindProperty("updateEveryFrames");
keepRotating = serializedObject.FindProperty("keepRotating");
rotateToAngle = serializedObject.FindProperty("rotateToAngle");
rotationSpeed = serializedObject.FindProperty("rotationSpeed");
stopRotationOnBlendFinish = serializedObject.FindProperty("stopRotationOnBlendFinish");
}
public override void OnInspectorGUI()
{
var button = GUILayout.Button("Click for more tools");
if (button) Application.OpenURL("https://bit.ly/3CyjBzT");
EditorGUILayout.Space(5);
SkyboxBlender script = (SkyboxBlender) target;
int space = 15;
EditorGUILayout.Space(space);
EditorGUILayout.LabelField("Material Options", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(skyboxMaterials);
EditorGUILayout.PropertyField(makeFirstMaterialSkybox);
EditorGUILayout.Space(space);
EditorGUILayout.LabelField("Blend Options", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(blendSpeed);
EditorGUILayout.PropertyField(timeToWait);
EditorGUILayout.PropertyField(loop);
EditorGUILayout.Space(space);
EditorGUILayout.LabelField("Lighting Options", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(updateLighting);
EditorGUILayout.PropertyField(updateReflections);
if (script.updateLighting || script.updateReflections) {
EditorGUILayout.PropertyField(updateEveryFrames);
}
EditorGUILayout.Space(space);
EditorGUILayout.LabelField("Rotations Options", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(keepRotating);
if (!script.keepRotating) {
EditorGUILayout.PropertyField(rotateToAngle);
}
EditorGUILayout.PropertyField(rotationSpeed);
EditorGUILayout.PropertyField(stopRotationOnBlendFinish);
serializedObject.ApplyModifiedProperties();
}
}

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Shader "Skybox/SkyboxBlender" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, 1)
_Tint2 ("Tint Color 2", Color) = (.5, .5, .5, 1)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
_BlendCubemaps ("Blend Cubemaps", Range(0, 1)) = 0
[NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {}
[NoScaleOffset] _Tex2 ("Cubemap (HDR) 2", Cube) = "grey" {}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
samplerCUBE _Tex;
samplerCUBE _Tex2;
float _BlendCubemaps;
half4 _Tex_HDR;
half4 _Tint;
half4 _Tint2;
half _Exposure;
float _Rotation;
float4 RotateAroundYInDegrees (float4 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float4(mul(m, vertex.xz), vertex.yw).xzyw;
}
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(RotateAroundYInDegrees(v.vertex, _Rotation));
o.texcoord = v.vertex;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 env1 = texCUBE (_Tex, i.texcoord);
float4 env2 = texCUBE (_Tex2, i.texcoord);
float4 env = lerp( env1, env2, _BlendCubemaps );
float4 tint = lerp( _Tint, _Tint2, _BlendCubemaps );
half3 c = DecodeHDR (env, _Tex_HDR);
c = c * tint.rgb * unity_ColorSpaceDouble;
c *= _Exposure;
return half4(c, 1);
}
ENDCG
}
}
Fallback Off
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Rendering;
[ExecuteInEditMode]
[AddComponentMenu("Skybox Blender/Skybox Blender")]
public class SkyboxBlender : MonoBehaviour
{
[Tooltip("The materials you want to blend to linearly.")]
public List<Material> skyboxMaterials;
[Tooltip("Checking this will instantly make the first material your current skybox.")]
public bool makeFirstMaterialSkybox;
[Min(0), Tooltip("The speed of the blending between the skyboxes.")]
public float blendSpeed = 0.5f;
[Min(0), Tooltip("The time to wait before blending the next skybox material.")]
public float timeToWait = 0f;
[Tooltip("If enabled, will loop the materials list. When the blender reaches the last skybox in the list, it'll blend back to the first one.")]
public bool loop = true;
[Tooltip("If enabled, the lighting of the world will be updated to that of the skyboxes blending.")]
public bool updateLighting;
[Tooltip("If enabled, the reflections of the world will be updated to that of the skyboxes blending.")]
public bool updateReflections;
[Range(1, 30), Tooltip("Set how many frames need to pass during blend before updating the reflections & lighting each time. Updating these take a toll on performance so the higher this number is, the more performant your game will be (during blend) but the less accurate the lighting & reflections update will be. The less this number is, the slower the game will be but the accuracy increases. By average the best performance/accuracy results is setting it between 5-10.")]
public int updateEveryFrames = 5;
[Tooltip("Keep rotating the skybox infinetly while blending.")]
public bool keepRotating;
[Tooltip("if you would prefer a certain degree to rotate the skybox to during blending - 360 is a full turn.")]
public float rotateToAngle = 180;
[Min(0), Tooltip("The speed of the skybox rotation.")]
public float rotationSpeed;
[Tooltip("If enabled, the rotation will stop when the blend finishes. If disabled, even after blending the skybox will continue rotating. TAKE NOTE: if loop is enabled in blend options. This will not take effect.")]
public bool stopRotationOnBlendFinish;
#region SYSTEM VARIABLES
Material defaultSkyboxMaterial;
Material skyboxBlenderMaterial;
Texture currentTexture;
float totalBlendValue = 1f;
public float blendValue { private set; get; }
float defaultBlend;
float defaultRotation;
float rotationSpeedValue;
int index = 0;
public int CurrentIndex {
get { return index; }
}
int indexToBlend;
int usedBlend;
int LightAndReflectionFrames;
bool linearBlending;
bool currentSkyboxNotFirstMaterialBlending;
bool comingFromLoop;
bool rotateSkybox;
bool oneTickBlend = false;
bool stillRunning = false;
bool singleBlend = false;
bool stopped = false;
bool blendByIndex;
bool stopRotation;
bool blendFinished;
bool blendingCurrentSkyToListNotSingleBlend;
bool isLinearBlend;
bool isSetReflectionProbeOnStart;
ReflectionProbe reflectionProbe;
Cubemap cubemap = null;
#endregion
#region UNITY METHODS
void Awake()
{
// load the material
skyboxBlenderMaterial = Resources.Load("Material & Shader/Skybox Blend Material", typeof(Material)) as Material;
if (skyboxBlenderMaterial)
{
defaultBlend = skyboxBlenderMaterial.GetFloat("_BlendCubemaps");
defaultRotation = skyboxBlenderMaterial.GetFloat("_Rotation");
defaultSkyboxMaterial = skyboxBlenderMaterial;
InspectorAndAwakeChanges();
}
else {
Debug.LogWarning("Can't find Skybox Blend Material in resources. Please re-import!");
}
if (updateLighting || updateReflections)
{
SetReflectionProbe();
UpdateLightingAndReflections(true);
}
}
void OnValidate()
{
if (skyboxBlenderMaterial == null) {
skyboxBlenderMaterial = Resources.Load("Material & Shader/Skybox Blend Material", typeof(Material)) as Material;
}
InspectorAndAwakeChanges();
}
void OnApplicationQuit()
{
// return the material to original blend
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", defaultBlend);
skyboxBlenderMaterial.SetFloat("_Rotation", defaultRotation);
if (currentTexture != null) {
skyboxBlenderMaterial.SetTexture("_Tex", currentTexture);
}
RenderSettings.skybox = defaultSkyboxMaterial;
}
void Update()
{
// when in editor mode, set the skybox material in the skybox linearBlendmaterial
if (!Application.isPlaying)
{
if (RenderSettings.skybox == null) {
return;
}
if (RenderSettings.skybox.HasProperty("_Tex"))
{
skyboxBlenderMaterial.SetTexture("_Tex", RenderSettings.skybox.GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint", RenderSettings.skybox.GetColor("_Tint"));
}
return;
}
if (updateReflections && !isSetReflectionProbeOnStart)
{
if (!SetReflectionProbeTexture()) {
return;
}
}
// skybox blending linearly the list
if (linearBlending && !stopped)
{
// set the type of the used blending
usedBlend = 1;
blendValue += Time.deltaTime * blendSpeed;
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", blendValue);
UpdateLightingAndReflections();
if (skyboxBlenderMaterial.GetFloat("_BlendCubemaps") >= totalBlendValue)
{
blendFinished = true;
linearBlending = false;
blendValue = 0f;
StopAllCoroutines();
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", 0f);
SetSkyBoxes(true, index, false, 0, true);
UpdateLightingAndReflections(true);
if (comingFromLoop)
{
index = 0;
}
// increment index and linearBlend if not reached end
if ((index + 1) < skyboxMaterials.Count)
{
if (!comingFromLoop) {
index++;
}
comingFromLoop = false;
SetSkyBoxes(true, index);
if (index + 1 < skyboxMaterials.Count) {
SetSkyBoxes(false, 0, true, index+1);
}
if (index - (skyboxMaterials.Count - 1) > 0) {
if (!oneTickBlend) linearBlending = true;
}
else {
if (!oneTickBlend) StartCoroutine(WaitBeforeBlending());
}
}
// if reached end and loopable
if (index >= skyboxMaterials.Count-1)
{
if (loop)
{
if (oneTickBlend)
{
stillRunning = false;
return;
}
SetSkyBoxes(true, index, true, 0, true);
comingFromLoop = true;
StartCoroutine(WaitBeforeBlending());
}
else {
stillRunning = false;
if (stopRotationOnBlendFinish) {
StopRotation();
}
}
}
}
else {
blendFinished = false;
}
}
// single blending
if (singleBlend && !stopped)
{
blendValue += Time.deltaTime * blendSpeed;
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", blendValue);
UpdateLightingAndReflections();
if (skyboxBlenderMaterial.GetFloat("_BlendCubemaps") >= totalBlendValue)
{
blendFinished = true;
singleBlend = false;
blendValue = 0f;
StopAllCoroutines();
if (blendByIndex)
{
index = indexToBlend;
blendByIndex = false;
}
else {
if (index + 1 < skyboxMaterials.Count) index++;
else index = 0;
}
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", 0f);
SetSkyBoxes(true, index, false, 0, true);
UpdateLightingAndReflections(true);
stillRunning = false;
if (stopRotationOnBlendFinish) {
StopRotation();
}
}
else {
blendFinished = false;
}
}
// blending for if the current skybox is not the same as first material
if (currentSkyboxNotFirstMaterialBlending && !stopped)
{
// set the type of the used blending
usedBlend = 2;
blendValue += Time.deltaTime * blendSpeed;
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", blendValue);
UpdateLightingAndReflections();
if (skyboxBlenderMaterial.GetFloat("_BlendCubemaps") >= totalBlendValue)
{
blendFinished = true;
currentSkyboxNotFirstMaterialBlending = false;
blendValue = 0f;
StopAllCoroutines();
int indexForFirst = 0;
int indexForSecond = 1;
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", 0f);
if (skyboxMaterials.Count == 1) {
indexForSecond = 0;
}
SetSkyBoxes(true, 0, true, indexForSecond, true);
UpdateLightingAndReflections(true);
if (oneTickBlend) {
stillRunning = false;
}
else {
StartCoroutine(WaitBeforeBlending());
}
if (stopRotationOnBlendFinish && !blendingCurrentSkyToListNotSingleBlend) {
StopRotation();
}
blendingCurrentSkyToListNotSingleBlend = false;
}
else {
blendFinished = false;
}
}
// skybox rotation
if (rotateSkybox && !stopRotation)
{
rotationSpeedValue += Time.deltaTime * rotationSpeed;
if (keepRotating) {
skyboxBlenderMaterial.SetFloat("_Rotation", rotationSpeedValue);
}
else {
if (skyboxBlenderMaterial.GetFloat("_Rotation") < rotateToAngle) {
skyboxBlenderMaterial.SetFloat("_Rotation", rotationSpeedValue);
}
else {
rotateSkybox = false;
skyboxBlenderMaterial.SetFloat("_Rotation", rotateToAngle);
}
}
}
}
#endregion
#region SYSTEM METHODS
// set the skybox material
void SetSkyBoxes(bool firstTex = false, int firstTexIndex = 0, bool secondTex = false, int secondTexIndex = 0, bool apply = false)
{
if (firstTex)
{
skyboxBlenderMaterial.SetTexture("_Tex", skyboxMaterials[firstTexIndex].GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint", skyboxMaterials[firstTexIndex].GetColor("_Tint"));
}
if (secondTex)
{
skyboxBlenderMaterial.SetTexture("_Tex2", skyboxMaterials[secondTexIndex].GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint2", skyboxMaterials[secondTexIndex].GetColor("_Tint"));
}
if (apply) {
RenderSettings.skybox = skyboxBlenderMaterial;
}
}
// setup the skybox material before blending
void PrepareMaterialForBlend(int skyboxIndex)
{
// set texture
skyboxBlenderMaterial.SetTexture("_Tex", RenderSettings.skybox.GetTexture("_Tex"));
skyboxBlenderMaterial.SetTexture("_Tex2", skyboxMaterials[skyboxIndex].GetTexture("_Tex"));
// set tint
skyboxBlenderMaterial.SetColor("_Tint", RenderSettings.skybox.GetColor("_Tint"));
skyboxBlenderMaterial.SetColor("_Tint2", skyboxMaterials[skyboxIndex].GetColor("_Tint"));
}
// wait for time for normal blending
IEnumerator WaitBeforeBlending()
{
isLinearBlend = true;
yield return new WaitForSeconds(timeToWait);
linearBlending = true;
}
// change skyboxes and material textures on inspector change and script awake
public void InspectorAndAwakeChanges()
{
if (makeFirstMaterialSkybox)
{
if (skyboxMaterials.Count >= 1)
{
if (skyboxMaterials[0] != null)
{
skyboxBlenderMaterial.SetTexture("_Tex", skyboxMaterials[0].GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint", skyboxMaterials[0].GetColor("_Tint"));
RenderSettings.skybox = skyboxBlenderMaterial;
Debug.Log("Skybox set to the first material in the list: " + skyboxMaterials[0].name);
}
}
else {
Debug.LogWarning("You need to set a material first to make it the skybox");
}
}
if (skyboxMaterials != null)
{
if (skyboxMaterials.Count > 1)
{
if (skyboxMaterials[1] != null) {
skyboxBlenderMaterial.SetTexture("_Tex2", skyboxMaterials[1].GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint2", skyboxMaterials[1].GetColor("_Tint"));
}
}
}
}
// set reflection probe for reflections
void SetReflectionProbe()
{
reflectionProbe = GetComponent<ReflectionProbe>();
if (reflectionProbe == null) {
reflectionProbe = gameObject.AddComponent<ReflectionProbe>() as ReflectionProbe;
}
reflectionProbe.cullingMask = 0;
reflectionProbe.refreshMode = ReflectionProbeRefreshMode.ViaScripting;
reflectionProbe.mode = ReflectionProbeMode.Realtime;
reflectionProbe.timeSlicingMode = ReflectionProbeTimeSlicingMode.NoTimeSlicing;
if (updateReflections)
{
RenderSettings.defaultReflectionMode = DefaultReflectionMode.Custom;
cubemap = new Cubemap(reflectionProbe.resolution, reflectionProbe.hdr ? TextureFormat.RGBAHalf : TextureFormat.RGBA32, true);
}
}
// update the lighting and reflections of the world
void UpdateLightingAndReflections(bool forceUpdate=false)
{
// exit if both options are off
if (!updateReflections && !updateLighting)
{
LightAndReflectionFrames = 0;
return;
}
if (!forceUpdate)
{
// run every set frames for performance
if (LightAndReflectionFrames < updateEveryFrames) {
LightAndReflectionFrames++;
return;
}
}
// update the lighting if set
if (updateLighting) {
DynamicGI.UpdateEnvironment();
}
// if update reflections is off then exit the function
if (!updateReflections) {
return;
}
LightAndReflectionFrames = 0;
reflectionProbe.RenderProbe();
if (reflectionProbe.texture != null)
{
Graphics.CopyTexture(reflectionProbe.texture, cubemap as Texture);
RenderSettings.customReflection = cubemap;
return;
}
}
bool SetReflectionProbeTexture()
{
if (!isSetReflectionProbeOnStart)
{
SetReflectionProbe();
UpdateLightingAndReflections(true);
if (reflectionProbe.texture != null) {
isSetReflectionProbeOnStart = true;
}
}
return isSetReflectionProbeOnStart;
}
#endregion
#region PUBLIC APIs
// trigger the skybox blend
public void Blend(bool singlePassBlend = false, bool rotate = true)
{
if (currentSkyboxNotFirstMaterialBlending && !stopped) {
return;
}
if (isLinearBlend && !stopped) {
return;
}
if (rotate) {
rotateSkybox = true;
stopRotation = false;
}
if ((stopped || stillRunning) && !singlePassBlend) {
stopped = false;
if (blendFinished) {
if ((usedBlend == 1 || usedBlend == 2) && !stillRunning) {
StartCoroutine(WaitBeforeBlending());
return;
}
}
}
stopped = false;
blendByIndex = false;
StopAllCoroutines();
currentTexture = RenderSettings.skybox.GetTexture("_Tex");
if (blendValue > 0) {
oneTickBlend = singlePassBlend;
return;
}
if (singlePassBlend) {
if (index == 0 && currentTexture != skyboxMaterials[0].GetTexture("_Tex")) {
PrepareMaterialForBlend(0);
currentSkyboxNotFirstMaterialBlending = true;
}
else {
int indexToTransition = index;
if (!stopped) {
if (index >= skyboxMaterials.Count - 1) {
indexToTransition = 0;
}
else {
indexToTransition++;
}
}
PrepareMaterialForBlend(indexToTransition);
singleBlend = true;
}
RenderSettings.skybox = skyboxBlenderMaterial;
stillRunning = true;
}
else {
// if only one element then linear blend from current scene skybox to the first material
if (skyboxMaterials.Count == 1) {
if (currentTexture != skyboxMaterials[0].GetTexture("_Tex")) {
PrepareMaterialForBlend(0);
RenderSettings.skybox = skyboxBlenderMaterial;
}
}
else {
if (index == 0 && skyboxMaterials[0] != null) {
if (currentTexture == skyboxMaterials[0].GetTexture("_Tex")) {
SetSkyBoxes(true, 0, false, 0, true);
}
else {
SetSkyBoxes(false, 0, true, 0, true);
currentSkyboxNotFirstMaterialBlending = true;
blendingCurrentSkyToListNotSingleBlend = true;
}
}
}
// is this the last material
if (index >= skyboxMaterials.Count - 1) {
comingFromLoop = true;
}
// if the rotate parameter passed
if (rotate) {
rotateSkybox = true;
stopRotation = false;
}
// flag some vars to start the blending in Update
if (!currentSkyboxNotFirstMaterialBlending) {
linearBlending = true;
stillRunning = true;
if (rotate) rotateSkybox = true;
}
isLinearBlend = true;
}
oneTickBlend = singlePassBlend;
}
// call using material index
public void Blend(int skyboxIndex, bool rotate = true)
{
stopped = false;
if (stillRunning) return;
if (index == skyboxIndex) {
Debug.Log("Skybox material already set on the one you're trying to call.");
return;
}
if (skyboxIndex > skyboxMaterials.Count - 1) {
Debug.Log("The passed index is bigger than the Count of the skybox materials list.");
return;
}
if (skyboxIndex < 0) {
skyboxIndex = skyboxMaterials.Count - 1;
}
if (skyboxMaterials[skyboxIndex] == null) {
Debug.Log("There is no material in the list with the passed index.");
return;
}
StopAllCoroutines();
currentTexture = RenderSettings.skybox.GetTexture("_Tex");
blendByIndex = true;
indexToBlend = skyboxIndex;
PrepareMaterialForBlend(skyboxIndex);
singleBlend = true;
RenderSettings.skybox = skyboxBlenderMaterial;
if (rotate) {
rotateSkybox = true;
stopRotation = false;
}
stillRunning = true;
oneTickBlend = true;
}
// cancel the current blend and reset the skybox to what it was before the blend
public void Cancel()
{
StopAllCoroutines();
linearBlending = false;
singleBlend = false;
currentSkyboxNotFirstMaterialBlending = false;
blendingCurrentSkyToListNotSingleBlend = false;
oneTickBlend = false;
stopped = false;
blendValue = 0;
stillRunning = false;
isLinearBlend = false;
comingFromLoop = false;
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", 0f);
SetSkyBoxes(true, index, false, 0, true);
UpdateLightingAndReflections(true);
}
// stop the blending
public void Stop(bool stopRot=true)
{
stopped = true;
StopAllCoroutines();
if (stopRot && rotateSkybox) {
stopRotation = true;
}
}
// resume the blending
public void Resume(bool resumeRot=true)
{
stopped = false;
if (resumeRot) {
stopRotation = false;
}
if (usedBlend == 1 || usedBlend == 2) {
if (blendFinished) {
StartCoroutine(WaitBeforeBlending());
}
}
}
// check if blending is in process
public bool IsBlending()
{
if (stopped) {
return false;
}
if (linearBlending|| singleBlend || currentSkyboxNotFirstMaterialBlending) {
return true;
}
return false;
}
// rotate the skybox only
public void Rotate()
{
skyboxBlenderMaterial.SetTexture("_Tex", RenderSettings.skybox.GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint", RenderSettings.skybox.GetColor("_Tint"));
RenderSettings.skybox = skyboxBlenderMaterial;
rotateSkybox = true;
stopRotation = false;
}
// stop the rotation only
public void StopRotation()
{
rotateSkybox = false;
stopRotation = false;
}
#endregion
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@@ -1057,7 +1084,7 @@
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