This commit is contained in:
2025-11-14 18:44:06 +08:00
parent 10156da245
commit 22e867d077
7013 changed files with 2572882 additions and 1804 deletions

8
Assets/ThirdParty/BruteForce.meta vendored Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.UI;
public class BF_TerrainEdit : Editor
{
[CustomEditor(typeof(BF_SnowTerrain))]
class DecalMeshHelperEditor : Editor
{
private GUIStyle style;
public override void OnInspectorGUI()
{
BF_SnowTerrain myTarget = (BF_SnowTerrain)target;
myTarget.terrainToCopy = EditorGUILayout.ObjectField("Terrain To Copy (Data Override)", myTarget.terrainToCopy, typeof(Terrain), true) as Terrain;
myTarget.avoidCulling = EditorGUILayout.Toggle("Avoid Terrain Culling", myTarget.avoidCulling);
if (style == null)
{
style = new GUIStyle(GUI.skin.button);
}
if (myTarget.terrainToCopy != null)
{
if (GUILayout.Button("Sync Terrain Data (Data Override)", style))
{
myTarget.CopyTerrainData();
myTarget.MoveTerrainSync();
style.normal.background = Texture2D.linearGrayTexture;
}
if (GUILayout.Button("Revert Terrain Data"))
{
myTarget.RevertTerrainData();
style.normal.background = Texture2D.whiteTexture;
}
}
serializedObject.ApplyModifiedProperties();
}
}
}

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//
// Kino/Bloom v2 - Bloom filter for Unity
//
// Copyright (C) 2015, 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include "UnityCG.cginc"
// Mobile: use RGBM instead of float/half RGB
#define USE_RGBM defined(SHADER_API_MOBILE)
sampler2D _MainTex;
sampler2D _BaseTex;
float2 _MainTex_TexelSize;
float2 _BaseTex_TexelSize;
half4 _MainTex_ST;
half4 _BaseTex_ST;
float _PrefilterOffs;
half _Threshold;
half3 _Curve;
float _SampleScale;
half _Intensity;
// Brightness function
half Brightness(half3 c)
{
return max(max(c.r, c.g), c.b);
}
// 3-tap median filter
half3 Median(half3 a, half3 b, half3 c)
{
return a + b + c - min(min(a, b), c) - max(max(a, b), c);
}
// Clamp HDR value within a safe range
half3 SafeHDR(half3 c) { return min(c, 65000); }
half4 SafeHDR(half4 c) { return min(c, 65000); }
// RGBM encoding/decoding
half4 EncodeHDR(float3 rgb)
{
#if USE_RGBM
rgb *= 1.0 / 8;
float m = max(max(rgb.r, rgb.g), max(rgb.b, 1e-6));
m = ceil(m * 255) / 255;
return half4(rgb / m, m);
#else
return half4(rgb, 0);
#endif
}
float3 DecodeHDR(half4 rgba)
{
#if USE_RGBM
return rgba.rgb * rgba.a * 8;
#else
return rgba.rgb;
#endif
}
// Downsample with a 4x4 box filter
half3 DownsampleFilter(float2 uv)
{
float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1);
half3 s;
s = DecodeHDR(tex2D(_MainTex, uv + d.xy));
s += DecodeHDR(tex2D(_MainTex, uv + d.zy));
s += DecodeHDR(tex2D(_MainTex, uv + d.xw));
s += DecodeHDR(tex2D(_MainTex, uv + d.zw));
return s * (1.0 / 4);
}
// Downsample with a 4x4 box filter + anti-flicker filter
half3 DownsampleAntiFlickerFilter(float2 uv)
{
float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1);
half3 s1 = DecodeHDR(tex2D(_MainTex, uv + d.xy));
half3 s2 = DecodeHDR(tex2D(_MainTex, uv + d.zy));
half3 s3 = DecodeHDR(tex2D(_MainTex, uv + d.xw));
half3 s4 = DecodeHDR(tex2D(_MainTex, uv + d.zw));
// Karis's luma weighted average (using brightness instead of luma)
half s1w = 1 / (Brightness(s1) + 1);
half s2w = 1 / (Brightness(s2) + 1);
half s3w = 1 / (Brightness(s3) + 1);
half s4w = 1 / (Brightness(s4) + 1);
half one_div_wsum = 1 / (s1w + s2w + s3w + s4w);
return (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * one_div_wsum;
}
half3 UpsampleFilter(float2 uv)
{
#if HIGH_QUALITY
// 9-tap bilinear upsampler (tent filter)
float4 d = _MainTex_TexelSize.xyxy * float4(1, 1, -1, 0) * _SampleScale;
half3 s;
s = DecodeHDR(tex2D(_MainTex, uv - d.xy));
s += DecodeHDR(tex2D(_MainTex, uv - d.wy)) * 2;
s += DecodeHDR(tex2D(_MainTex, uv - d.zy));
s += DecodeHDR(tex2D(_MainTex, uv + d.zw)) * 2;
s += DecodeHDR(tex2D(_MainTex, uv )) * 4;
s += DecodeHDR(tex2D(_MainTex, uv + d.xw)) * 2;
s += DecodeHDR(tex2D(_MainTex, uv + d.zy));
s += DecodeHDR(tex2D(_MainTex, uv + d.wy)) * 2;
s += DecodeHDR(tex2D(_MainTex, uv + d.xy));
return s * (1.0 / 16);
#else
// 4-tap bilinear upsampler
float4 d = _MainTex_TexelSize.xyxy * float4(-1, -1, +1, +1) * (_SampleScale * 0.5);
half3 s;
s = DecodeHDR(tex2D(_MainTex, uv + d.xy));
s += DecodeHDR(tex2D(_MainTex, uv + d.zy));
s += DecodeHDR(tex2D(_MainTex, uv + d.xw));
s += DecodeHDR(tex2D(_MainTex, uv + d.zw));
return s * (1.0 / 4);
#endif
}
//
// Vertex shader
//
v2f_img vert(appdata_img v)
{
v2f_img o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
return o;
}
struct v2f_multitex
{
float4 pos : SV_POSITION;
float2 uvMain : TEXCOORD0;
float2 uvBase : TEXCOORD1;
};
v2f_multitex vert_multitex(appdata_img v)
{
v2f_multitex o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uvMain = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
o.uvBase = UnityStereoScreenSpaceUVAdjust(v.texcoord, _BaseTex_ST);
#if UNITY_UV_STARTS_AT_TOP
if (_BaseTex_TexelSize.y < 0.0)
o.uvBase.y = 1.0 - v.texcoord.y;
#endif
return o;
}
//
// fragment shader
//
half4 frag_prefilter(v2f_img i) : SV_Target
{
float2 uv = i.uv + _MainTex_TexelSize.xy * _PrefilterOffs;
#if ANTI_FLICKER
float3 d = _MainTex_TexelSize.xyx * float3(1, 1, 0);
half4 s0 = SafeHDR(tex2D(_MainTex, uv));
half3 s1 = SafeHDR(tex2D(_MainTex, uv - d.xz).rgb);
half3 s2 = SafeHDR(tex2D(_MainTex, uv + d.xz).rgb);
half3 s3 = SafeHDR(tex2D(_MainTex, uv - d.zy).rgb);
half3 s4 = SafeHDR(tex2D(_MainTex, uv + d.zy).rgb);
half3 m = Median(Median(s0.rgb, s1, s2), s3, s4);
#else
half4 s0 = SafeHDR(tex2D(_MainTex, uv));
half3 m = s0.rgb;
#endif
#if UNITY_COLORSPACE_GAMMA
m = GammaToLinearSpace(m);
#endif
// Pixel brightness
half br = Brightness(m);
// Under-threshold part: quadratic curve
half rq = clamp(br - _Curve.x, 0, _Curve.y);
rq = _Curve.z * rq * rq;
// Combine and apply the brightness response curve.
m *= max(rq, br - _Threshold) / max(br, 1e-5);
return EncodeHDR(m);
}
half4 frag_downsample1(v2f_img i) : SV_Target
{
#if ANTI_FLICKER
return EncodeHDR(DownsampleAntiFlickerFilter(i.uv));
#else
return EncodeHDR(DownsampleFilter(i.uv));
#endif
}
half4 frag_downsample2(v2f_img i) : SV_Target
{
return EncodeHDR(DownsampleFilter(i.uv));
}
half4 frag_upsample(v2f_multitex i) : SV_Target
{
half3 base = DecodeHDR(tex2D(_BaseTex, i.uvBase));
half3 blur = UpsampleFilter(i.uvMain);
return EncodeHDR(base + blur);
}
half4 frag_upsample_final(v2f_multitex i) : SV_Target
{
half4 base = tex2D(_BaseTex, i.uvBase);
half3 blur = UpsampleFilter(i.uvMain);
#if UNITY_COLORSPACE_GAMMA
base.rgb = GammaToLinearSpace(base.rgb);
#endif
half3 cout = base.rgb + blur * _Intensity;
#if UNITY_COLORSPACE_GAMMA
cout = LinearToGammaSpace(cout);
#endif
return half4(cout, base.a);
}

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//
// Kino/Bloom v2 - Bloom filter for Unity
//
// Copyright (C) 2015, 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
namespace Kino
{
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Kino Image Effects/BloomKino")]
public class BloomKino : MonoBehaviour
{
#if !UNITY_ANDROID && !UNITY_IOS && !UNITY_WEBGL
#region Public Properties
/// Prefilter threshold (gamma-encoded)
/// Filters out pixels under this level of brightness.
public float thresholdGamma {
get { return Mathf.Max(_threshold, 0); }
set { _threshold = value; }
}
/// Prefilter threshold (linearly-encoded)
/// Filters out pixels under this level of brightness.
public float thresholdLinear {
get { return GammaToLinear(thresholdGamma); }
set { _threshold = LinearToGamma(value); }
}
[SerializeField]
[Tooltip("Filters out pixels under this level of brightness.")]
float _threshold = 0.8f;
/// Soft-knee coefficient
/// Makes transition between under/over-threshold gradual.
public float softKnee {
get { return _softKnee; }
set { _softKnee = value; }
}
[SerializeField, Range(0, 1)]
[Tooltip("Makes transition between under/over-threshold gradual.")]
float _softKnee = 0.5f;
/// Bloom radius
/// Changes extent of veiling effects in a screen
/// resolution-independent fashion.
public float radius {
get { return _radius; }
set { _radius = value; }
}
[SerializeField, Range(1, 7)]
[Tooltip("Changes extent of veiling effects\n" +
"in a screen resolution-independent fashion.")]
float _radius = 2.5f;
/// Bloom intensity
/// Blend factor of the result image.
public float intensity {
get { return Mathf.Max(_intensity, 0); }
set { _intensity = value; }
}
[SerializeField]
[Tooltip("Blend factor of the result image.")]
float _intensity = 0.8f;
/// High quality mode
/// Controls filter quality and buffer resolution.
public bool highQuality {
get { return _highQuality; }
set { _highQuality = value; }
}
[SerializeField]
[Tooltip("Controls filter quality and buffer resolution.")]
bool _highQuality = true;
/// Anti-flicker filter
/// Reduces flashing noise with an additional filter.
[SerializeField]
[Tooltip("Reduces flashing noise with an additional filter.")]
bool _antiFlicker = true;
public bool antiFlicker {
get { return _antiFlicker; }
set { _antiFlicker = value; }
}
#endregion
#region Private Members
[SerializeField, HideInInspector]
Shader _shader;
Material _material;
const int kMaxIterations = 16;
RenderTexture[] _blurBuffer1 = new RenderTexture[kMaxIterations];
RenderTexture[] _blurBuffer2 = new RenderTexture[kMaxIterations];
float LinearToGamma(float x)
{
#if UNITY_5_3_OR_NEWER
return Mathf.LinearToGammaSpace(x);
#else
if (x <= 0.0031308f)
return 12.92f * x;
else
return 1.055f * Mathf.Pow(x, 1 / 2.4f) - 0.055f;
#endif
}
float GammaToLinear(float x)
{
#if UNITY_5_3_OR_NEWER
return Mathf.GammaToLinearSpace(x);
#else
if (x <= 0.04045f)
return x / 12.92f;
else
return Mathf.Pow((x + 0.055f) / 1.055f, 2.4f);
#endif
}
#endregion
#region MonoBehaviour Functions
void OnEnable()
{
var shader = _shader ? _shader : Shader.Find("Hidden/Kino/BloomKino");
_material = new Material(shader);
_material.hideFlags = HideFlags.DontSave;
}
void OnDisable()
{
DestroyImmediate(_material);
}
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
var useRGBM = Application.isMobilePlatform;
// source texture size
var tw = source.width;
var th = source.height;
// halve the texture size for the low quality mode
if (!_highQuality)
{
tw /= 2;
th /= 2;
}
// blur buffer format
var rtFormat = useRGBM ?
RenderTextureFormat.Default : RenderTextureFormat.DefaultHDR;
// determine the iteration count
var logh = Mathf.Log(th, 2) + _radius - 8;
var logh_i = (int)logh;
var iterations = Mathf.Clamp(logh_i, 1, kMaxIterations);
// update the shader properties
var lthresh = thresholdLinear;
_material.SetFloat("_Threshold", lthresh);
var knee = lthresh * _softKnee + 1e-5f;
var curve = new Vector3(lthresh - knee, knee * 2, 0.25f / knee);
_material.SetVector("_Curve", curve);
var pfo = !_highQuality && _antiFlicker;
_material.SetFloat("_PrefilterOffs", pfo ? -0.5f : 0.0f);
_material.SetFloat("_SampleScale", 0.5f + logh - logh_i);
_material.SetFloat("_Intensity", intensity);
// prefilter pass
var prefiltered = RenderTexture.GetTemporary(tw, th, 0, rtFormat);
var pass = _antiFlicker ? 1 : 0;
Graphics.Blit(source, prefiltered, _material, pass);
// construct a mip pyramid
var last = prefiltered;
for (var level = 0; level < iterations; level++)
{
_blurBuffer1[level] = RenderTexture.GetTemporary(
last.width / 2, last.height / 2, 0, rtFormat
);
pass = (level == 0) ? (_antiFlicker ? 3 : 2) : 4;
Graphics.Blit(last, _blurBuffer1[level], _material, pass);
last = _blurBuffer1[level];
}
// upsample and combine loop
for (var level = iterations - 2; level >= 0; level--)
{
var basetex = _blurBuffer1[level];
_material.SetTexture("_BaseTex", basetex);
_blurBuffer2[level] = RenderTexture.GetTemporary(
basetex.width, basetex.height, 0, rtFormat
);
pass = _highQuality ? 6 : 5;
Graphics.Blit(last, _blurBuffer2[level], _material, pass);
last = _blurBuffer2[level];
}
// finish process
if (_material.GetTexture("_BaseTex") != null)
{
if (source.dimension != _material.GetTexture("_BaseTex").dimension)
{
this.enabled = false;
return;
}
}
_material.SetTexture("_BaseTex", source);
pass = _highQuality ? 8 : 7;
Graphics.Blit(last, destination, _material, pass);
// release the temporary buffers
for (var i = 0; i < kMaxIterations; i++)
{
if (_blurBuffer1[i] != null)
RenderTexture.ReleaseTemporary(_blurBuffer1[i]);
if (_blurBuffer2[i] != null)
RenderTexture.ReleaseTemporary(_blurBuffer2[i]);
_blurBuffer1[i] = null;
_blurBuffer2[i] = null;
}
RenderTexture.ReleaseTemporary(prefiltered);
}
#endregion
#endif
}
}

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//
// Kino/Bloom v2 - Bloom filter for Unity
//
// Copyright (C) 2015, 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
Shader "Hidden/Kino/BloomKino"
{
Properties
{
_MainTex("", 2D) = "" {}
_BaseTex("", 2D) = "" {}
}
SubShader
{
// 0: Prefilter
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "BloomKino.cginc"
#pragma vertex vert
#pragma fragment frag_prefilter
#pragma target 3.0
ENDCG
}
// 1: Prefilter with anti-flicker
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#define ANTI_FLICKER 1
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "BloomKino.cginc"
#pragma vertex vert
#pragma fragment frag_prefilter
#pragma target 3.0
ENDCG
}
// 2: First level downsampler
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#include "BloomKino.cginc"
#pragma vertex vert
#pragma fragment frag_downsample1
#pragma target 3.0
ENDCG
}
// 3: First level downsampler with anti-flicker
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#define ANTI_FLICKER 1
#include "BloomKino.cginc"
#pragma vertex vert
#pragma fragment frag_downsample1
#pragma target 3.0
ENDCG
}
// 4: Second level downsampler
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#include "BloomKino.cginc"
#pragma vertex vert
#pragma fragment frag_downsample2
#pragma target 3.0
ENDCG
}
// 5: Upsampler
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#include "BloomKino.cginc"
#pragma vertex vert_multitex
#pragma fragment frag_upsample
#pragma target 3.0
ENDCG
}
// 6: High quality upsampler
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#define HIGH_QUALITY 1
#include "BloomKino.cginc"
#pragma vertex vert_multitex
#pragma fragment frag_upsample
#pragma target 3.0
ENDCG
}
// 7: Combiner
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "BloomKino.cginc"
#pragma vertex vert_multitex
#pragma fragment frag_upsample_final
#pragma target 3.0
ENDCG
}
// 8: High quality combiner
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#define HIGH_QUALITY 1
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "BloomKino.cginc"
#pragma vertex vert_multitex
#pragma fragment frag_upsample_final
#pragma target 3.0
ENDCG
}
}
}

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//
// Kino/Bloom v2 - Bloom filter for Unity
//
// Copyright (C) 2015, 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using UnityEditor;
namespace Kino
{
#if !UNITY_ANDROID && !UNITY_IOS && !UNITY_WEBGL
[CanEditMultipleObjects]
[CustomEditor(typeof(BloomKino))]
public class BloomKinoEditor : Editor
{
BloomKinoGraphDrawer _graph;
SerializedProperty _threshold;
SerializedProperty _softKnee;
SerializedProperty _radius;
SerializedProperty _intensity;
SerializedProperty _highQuality;
SerializedProperty _antiFlicker;
static GUIContent _textThreshold = new GUIContent("Threshold (gamma)");
void OnEnable()
{
_graph = new BloomKinoGraphDrawer();
_threshold = serializedObject.FindProperty("_threshold");
_softKnee = serializedObject.FindProperty("_softKnee");
_radius = serializedObject.FindProperty("_radius");
_intensity = serializedObject.FindProperty("_intensity");
_highQuality = serializedObject.FindProperty("_highQuality");
_antiFlicker = serializedObject.FindProperty("_antiFlicker");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
if (!serializedObject.isEditingMultipleObjects) {
EditorGUILayout.Space();
_graph.Prepare((BloomKino)target);
_graph.DrawGraph();
EditorGUILayout.Space();
}
EditorGUILayout.PropertyField(_threshold, _textThreshold);
EditorGUILayout.PropertyField(_softKnee);
EditorGUILayout.PropertyField(_intensity);
EditorGUILayout.PropertyField(_radius);
EditorGUILayout.PropertyField(_highQuality);
EditorGUILayout.PropertyField(_antiFlicker);
serializedObject.ApplyModifiedProperties();
}
}
#endif
}

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userData:
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//
// Kino/Bloom v2 - Bloom filter for Unity
//
// Copyright (C) 2015, 2016 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
using UnityEngine;
using UnityEditor;
namespace Kino
{
// Class used for drawing the brightness response curve
#if !UNITY_ANDROID && !UNITY_IOS && !UNITY_WEBGL
public class BloomKinoGraphDrawer
{
#region Public Methods
// Update internal state with a given bloom instance.
public void Prepare(BloomKino bloom)
{
#if UNITY_5_6_OR_NEWER
if (bloom.GetComponent<Camera>().allowHDR)
#else
if (bloom.GetComponent<Camera>().hdr)
#endif
{
_rangeX = 6;
_rangeY = 1.5f;
}
else
{
_rangeX = 1;
_rangeY = 1;
}
_threshold = bloom.thresholdLinear;
_knee = bloom.softKnee * _threshold + 1e-5f;
// Intensity is capped to prevent sampling errors.
_intensity = Mathf.Min(bloom.intensity, 10);
}
// Draw the graph at the current position.
public void DrawGraph()
{
_rectGraph = GUILayoutUtility.GetRect(128, 80);
// Background
DrawRect(0, 0, _rangeX, _rangeY, 0.1f, 0.4f);
// Soft-knee range
DrawRect(_threshold - _knee, 0, _threshold + _knee, _rangeY, 0.25f, -1);
// Horizontal lines
for (var i = 1; i < _rangeY; i++)
DrawLine(0, i, _rangeX, i, 0.4f);
// Vertical lines
for (var i = 1; i < _rangeX; i++)
DrawLine(i, 0, i, _rangeY, 0.4f);
// Label
Handles.Label(
PointInRect(0, _rangeY) + Vector3.right,
"Brightness Response (linear)", EditorStyles.miniLabel
);
// Threshold line
DrawLine(_threshold, 0, _threshold, _rangeY, 0.6f);
// Response curve
var vcount = 0;
while (vcount < _curveResolution)
{
var x = _rangeX * vcount / (_curveResolution - 1);
var y = ResponseFunction(x);
if (y < _rangeY)
{
_curveVertices[vcount++] = PointInRect(x, y);
}
else
{
if (vcount > 1)
{
// Extend the last segment to the top edge of the rect.
var v1 = _curveVertices[vcount - 2];
var v2 = _curveVertices[vcount - 1];
var clip = (_rectGraph.y - v1.y) / (v2.y - v1.y);
_curveVertices[vcount - 1] = v1 + (v2 - v1) * clip;
}
break;
}
}
if (vcount > 1)
{
Handles.color = Color.white * 0.9f;
Handles.DrawAAPolyLine(2.0f, vcount, _curveVertices);
}
}
#endregion
#region Response Function
float _threshold;
float _knee;
float _intensity;
float ResponseFunction(float x)
{
var rq = Mathf.Clamp(x - _threshold + _knee, 0, _knee * 2);
rq = rq * rq * 0.25f / _knee;
return Mathf.Max(rq, x - _threshold) * _intensity;
}
#endregion
#region Graph Functions
// Number of vertices in curve
const int _curveResolution = 96;
// Vertex buffers
Vector3[] _rectVertices = new Vector3[4];
Vector3[] _lineVertices = new Vector3[2];
Vector3[] _curveVertices = new Vector3[_curveResolution];
Rect _rectGraph;
float _rangeX;
float _rangeY;
// Transform a point into the graph rect.
Vector3 PointInRect(float x, float y)
{
x = Mathf.Lerp(_rectGraph.x, _rectGraph.xMax, x / _rangeX);
y = Mathf.Lerp(_rectGraph.yMax, _rectGraph.y, y / _rangeY);
return new Vector3(x, y, 0);
}
// Draw a line in the graph rect.
void DrawLine(float x1, float y1, float x2, float y2, float grayscale)
{
_lineVertices[0] = PointInRect(x1, y1);
_lineVertices[1] = PointInRect(x2, y2);
Handles.color = Color.white * grayscale;
Handles.DrawAAPolyLine(2.0f, _lineVertices);
}
// Draw a rect in the graph rect.
void DrawRect(float x1, float y1, float x2, float y2, float fill, float line)
{
_rectVertices[0] = PointInRect(x1, y1);
_rectVertices[1] = PointInRect(x2, y1);
_rectVertices[2] = PointInRect(x2, y2);
_rectVertices[3] = PointInRect(x1, y2);
Handles.DrawSolidRectangleWithOutline(
_rectVertices,
fill < 0 ? Color.clear : Color.white * fill,
line < 0 ? Color.clear : Color.white * line
);
}
#endregion
}
#endif
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class BF_AddSnow : MonoBehaviour
{
public Material snowMaterial;
public float angle = 80f;
public bool isAuto = false;
public float intersectionOffset = 0.25f;
public bool useIntersection = false;
public bool useUpdatedRotation = false;
private Mesh originalMesh;
private MeshFilter meshFilter;
private Mesh newMesh;
private GameObject newGO;
private float yIntersection = 0f;
private Quaternion ySlope = Quaternion.identity;
private float zNormal = 0;
private Vector3 normalHit = Vector3.zero;
private float oldyIntersection = -1f;
private int[] oldTri;
private Vector3[] oldVert;
private Vector3[] oldNorm;
private Vector3[] oldNormWorld;
private Vector2[] oldUV;
private Color[] oldCol;
private List<int> triangles = new List<int>();
private List<Vector3> vertexs = new List<Vector3>();
private List<Vector2> uvs = new List<Vector2>();
private List<Color> cols = new List<Color>();
void Start()
{
CheckValues();
BuildInitialGeometry();
}
private void Update()
{
if (useIntersection)
{
CheckIntersection();
}
if (useUpdatedRotation)
{
UpdateVertexColor();
}
}
private void CheckValues()
{
meshFilter = gameObject.GetComponent<MeshFilter>();
originalMesh = meshFilter.mesh;
oldTri = originalMesh.triangles;
oldVert = originalMesh.vertices;
oldNorm = originalMesh.normals;
oldNormWorld = oldNorm;
if (isAuto)
{
int k = 0;
foreach (Vector3 norm in oldNorm)
{
oldNormWorld[k] = this.transform.localToWorldMatrix.MultiplyVector(norm).normalized;
k++;
}
oldCol = new Color[oldVert.Length];
}
else
{
oldCol = originalMesh.colors;
}
oldUV = originalMesh.uv;
}
private void CheckIntersection()
{
int layerMask = 1 << 0 | 1 << 4;
RaycastHit hit;
RaycastHit hitIfHit;
if (Physics.Raycast(transform.position + Vector3.up*5f, Vector3.down, out hit, 200, layerMask))
{
if (hit.transform != this.transform)
{
yIntersection = hit.point.y + intersectionOffset;
//Vector3 tangent = Vector3.ProjectOnPlane(Vector3.down, hit.normal).normalized;
ySlope = Quaternion.LookRotation(hit.normal, Vector3.forward);
zNormal = ((hit.normal.normalized.z) + 1f) / 2f;
normalHit = hit.normal.normalized;
if (yIntersection != oldyIntersection)
{
UpdateSlopeColor();
}
oldyIntersection = yIntersection;
}
else
{
if (Physics.Raycast(hit.point + Vector3.up * -0.05f, Vector3.down, out hitIfHit, 200, layerMask))
{
if (hitIfHit.transform != this.transform)
{
yIntersection = hitIfHit.point.y + intersectionOffset;
//Vector3 tangent = Vector3.ProjectOnPlane(Vector3.down, hitIfHit.normal).normalized;
ySlope = Quaternion.LookRotation(hitIfHit.normal, Vector3.forward);
zNormal = ((hitIfHit.normal.normalized.z) + 1f) / 2f;
normalHit = hitIfHit.normal.normalized;
if (yIntersection != oldyIntersection)
{
UpdateSlopeColor();
}
oldyIntersection = yIntersection;
}
}
}
}
}
private void ClearGeometry()
{
triangles.Clear();
triangles.TrimExcess();
vertexs.Clear();
vertexs.TrimExcess();
uvs.Clear();
uvs.TrimExcess();
cols.Clear();
cols.TrimExcess();
}
private void BuildInitialGeometry()
{
if (meshFilter == null)
{
meshFilter = gameObject.GetComponent<MeshFilter>();
}
newMesh = new Mesh();
newGO = new GameObject();
MeshFilter mF = newGO.AddComponent<MeshFilter>();
MeshRenderer mR = newGO.AddComponent<MeshRenderer>();
mF.mesh = newMesh;
mR.material = snowMaterial;
snowMaterial.SetFloat("_ISADD", 1);
snowMaterial.EnableKeyword("IS_ADD");
if (useIntersection)
{
if (snowMaterial.GetFloat("_USEINTER") == 0)
{
snowMaterial.SetFloat("_USEINTER", 1);
snowMaterial.EnableKeyword("USE_INTER");
}
}
else
{
if (snowMaterial.GetFloat("_USEINTER") == 1)
{
snowMaterial.SetFloat("_USEINTER", 0);
snowMaterial.DisableKeyword("USE_INTER");
}
}
newGO.transform.parent = this.transform;
newGO.transform.localPosition = Vector3.zero;
newGO.transform.localScale = Vector3.one;
newGO.transform.localRotation = Quaternion.identity;
int indexNewV = 0;
foreach (Vector3 v in oldVert)
{
vertexs.Add(v + new Vector3(0,0,0));
uvs.Add(oldUV[indexNewV]);
indexNewV++;
}
indexNewV = 0;
foreach (int innt in oldTri)
{
triangles.Add(oldTri[indexNewV]);
indexNewV++;
}
if (isAuto)
{
int j = 0;
foreach (Vector3 norm in oldNormWorld)
{
if(j>= oldCol.Length)
{
break;
}
oldCol[j] = Color.red;
float theAngle = Vector3.Angle(Vector3.up, norm);
if (theAngle < (angle+10f))
{
Color lerpedColor = Color.Lerp(Color.white, Color.red, Mathf.Max(0f,theAngle- angle/2f) / (angle / 2f));
oldCol[j] = lerpedColor;
}
j++;
}
}
cols = oldCol.ToList();
newMesh.vertices = vertexs.ToArray();
newMesh.triangles = triangles.ToArray();
newMesh.uv = uvs.ToArray();
newMesh.colors = cols.ToArray();
newMesh.normals = originalMesh.normals;
RecalculateNormalsSeamless(newMesh);
newMesh.RecalculateBounds();
newMesh.Optimize();
}
private void UpdateVertexColor()
{
Color[] updatedColors = newMesh.colors;
Vector3[] newNormWorld = newMesh.normals;
if (isAuto)
{
int k = 0;
foreach (Vector3 norm in newMesh.normals)
{
newNormWorld[k] = this.transform.localToWorldMatrix.MultiplyVector(norm).normalized;
k++;
}
}
if (isAuto)
{
int j = 0;
foreach (Vector3 norm in newNormWorld)
{
if (j >= updatedColors.Length)
{
break;
}
float theAngle = Vector3.Angle(Vector3.up, norm);
if (theAngle < (angle + 10f))
{
Color lerpedColor = Color.Lerp(new Color(1,1,1, updatedColors[j].a), new Color(1, 0, 0, updatedColors[j].a), Mathf.Max(0f, theAngle - angle / 2f) / (angle / 2f));
updatedColors[j].r = lerpedColor.r;
updatedColors[j].g = lerpedColor.g;
updatedColors[j].b = lerpedColor.b;
updatedColors[j].a = lerpedColor.a;
}
j++;
}
}
newMesh.colors = updatedColors;
}
private void UpdateSlopeColor()
{
// This is not perfect for now but gets the job done... //
int j = 0;
Color[] updatedColors = newMesh.colors;
Vector2[] updatedUV4 = new Vector2[updatedColors.Count()];
Vector2[] updatedUV5 = new Vector2[updatedColors.Count()];
Vector2[] updatedUV6 = new Vector2[updatedColors.Count()];
Vector2[] updatedUV7 = new Vector2[updatedColors.Count()];
foreach (Color norm in newMesh.colors)
{
updatedColors[j].a = yIntersection;
updatedUV4[j] = new Vector2(normalHit.x, normalHit.y);
updatedUV5[j] = new Vector2(zNormal, normalHit.z);
updatedUV6[j] = new Vector2(ySlope.x, ySlope.y);
updatedUV7[j] = new Vector2(ySlope.z, ySlope.w);
j++;
}
newMesh.colors = updatedColors;
newMesh.uv4 = updatedUV4;
newMesh.uv5 = updatedUV5;
newMesh.uv6 = updatedUV6;
newMesh.uv7 = updatedUV7;
}
private void RecalculateNormalsSeamless(Mesh mesh)
{
var trianglesOriginal = mesh.triangles;
var triangles = trianglesOriginal.ToArray();
var vertices = mesh.vertices;
var mergeIndices = new Dictionary<int, int>();
for (int i = 0; i < vertices.Length; i++)
{
var vertexHash = vertices[i].GetHashCode();
if (mergeIndices.TryGetValue(vertexHash, out var index))
{
for (int j = 0; j < triangles.Length; j++)
if (triangles[j] == i)
triangles[j] = index;
}
else
mergeIndices.Add(vertexHash, i);
}
mesh.triangles = triangles;
var normals = new Vector3[vertices.Length];
mesh.RecalculateNormals();
var newNormals = mesh.normals;
for (int i = 0; i < vertices.Length; i++)
if (mergeIndices.TryGetValue(vertices[i].GetHashCode(), out var index))
normals[i] = newNormals[index];
mesh.triangles = trianglesOriginal;
mesh.normals = normals;
}
}

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using UnityEngine;
using System.Collections;
public class BF_FPS : MonoBehaviour
{
float deltaTime = 0.0f;
private GUIStyle style = null;
private bool ShowFps = false;
private void Start()
{
ShowFps = true;
style = new GUIStyle();
style.alignment = TextAnchor.UpperLeft;
style.normal.textColor = new Color(1.0f, 0.0f, 0.0f, 1.0f);
}
void Update()
{
if(Input.GetKeyDown(KeyCode.Alpha2))
{
ShowFps = !ShowFps;
}
if(ShowFps)
deltaTime += (Time.unscaledDeltaTime - deltaTime) * 0.1f;
}
void OnGUI()
{
if (ShowFps)
{
int w = Screen.width, h = Screen.height;
style.fontSize = h * 4 / 100;
Rect rect = new Rect(0, 0, w, h * 2 / 100);
float msec = deltaTime * 1000.0f;
float fps = 1.0f / deltaTime;
GUI.Label(rect, string.Format("{0:0.0} ms ({1:0.} fps)", msec, fps), style);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
public class BF_FxMouse : MonoBehaviour
{
private Camera mainCam;
public ParticleSystem ps;
public ParticleSystem psRightClick;
public ParticleSystem psMiddleClick;
private float raycastSize = 200f;
// Start is called before the first frame update
void Start()
{
mainCam = this.GetComponent<Camera>();
}
void OnEnable()
{
mainCam = this.GetComponent<Camera>();
}
// Update is called once per frame
void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
if (Input.GetMouseButton(0))
{
RaycastHit hit;
Ray ray = mainCam.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(this.transform.position, ray.direction);
if (Physics.Raycast(ray, out hit, raycastSize))
{
if (!ps.isEmitting)
{
ps.Play();
}
ps.transform.position = hit.point;
}
}
else
{
ps.Stop();
}
if (Input.GetMouseButton(1))
{
RaycastHit hit;
Ray ray = mainCam.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(this.transform.position, ray.direction);
if (Physics.Raycast(ray, out hit, raycastSize))
{
if (!psRightClick.isEmitting)
{
psRightClick.Play();
}
psRightClick.transform.position = hit.point;
}
}
else
{
psRightClick.Stop();
}
if (Input.GetMouseButton(2))
{
RaycastHit hit;
Ray ray = mainCam.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(this.transform.position, ray.direction);
if (Physics.Raycast(ray, out hit, raycastSize))
{
if (!psMiddleClick.isEmitting)
{
psMiddleClick.Play();
}
psMiddleClick.transform.position = hit.point;
}
}
else
{
psMiddleClick.Stop();
}
#else
if (Mouse.current.leftButton.isPressed)
{
RaycastHit hit;
Ray ray = mainCam.ScreenPointToRay(Mouse.current.position.ReadValue());
Debug.DrawRay(this.transform.position, ray.direction);
if (Physics.Raycast(ray, out hit, raycastSize))
{
if (!ps.isEmitting)
{
ps.Play();
}
ps.transform.position = hit.point;
}
else
{
// ps.Stop();
}
}
else
{
ps.Stop();
}
if (Mouse.current.rightButton.isPressed)
{
RaycastHit hit;
Ray ray = mainCam.ScreenPointToRay(Mouse.current.position.ReadValue());
Debug.DrawRay(this.transform.position, ray.direction);
if (Physics.Raycast(ray, out hit, raycastSize))
{
if (!psRightClick.isEmitting)
{
psRightClick.Play();
}
psRightClick.transform.position = hit.point;
}
else
{
// ps.Stop();
}
}
else
{
psRightClick.Stop();
}
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.UI;
#endif
public class BF_InputSystemSwitcher : MonoBehaviour
{
public GameObject eventS;
// Start is called before the first frame update
void Awake()
{
#if ENABLE_INPUT_SYSTEM
if (eventS.GetComponent<InputSystemUIInputModule>() == null)
{
if(eventS.GetComponent<StandaloneInputModule>() != null)
{
Destroy(eventS.GetComponent<StandaloneInputModule>());
}
InputSystemUIInputModule inputSystem = eventS.AddComponent<InputSystemUIInputModule>();
inputSystem.enabled = false;
inputSystem.enabled = true;
inputSystem.UpdateModule();
}
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class BF_InteractiveEffects : MonoBehaviour
{
public Transform transformToFollow;
public RenderTexture rt;
public string GlobalTexName = "_GlobalEffectRT";
public string GlobalOrthoName = "_OrthographicCamSize";
public bool isPaced = false;
private float orthoMem = 0;
private Coroutine waitPace;
private bool paceRunning = false;
private void Awake()
{
orthoMem = GetComponent<Camera>().orthographicSize;
Shader.SetGlobalFloat(GlobalOrthoName, orthoMem);
Shader.SetGlobalTexture(GlobalTexName, rt);
Shader.SetGlobalFloat("_HasRT", 1);
}
private void OnEnable()
{
orthoMem = GetComponent<Camera>().orthographicSize;
Shader.SetGlobalFloat(GlobalOrthoName, orthoMem);
Shader.SetGlobalTexture(GlobalTexName, rt);
Shader.SetGlobalFloat("_HasRT", 1);
}
private void MoveCamera()
{
if (transformToFollow != null)
{
transform.position = new Vector3(transformToFollow.position.x, transformToFollow.position.y + 20, transformToFollow.position.z);
}
Shader.SetGlobalVector("_Position", transform.position);
transform.rotation = Quaternion.Euler(new Vector3(90, 0, 0));
}
private void Update()
{
if(isPaced)
{
if(!paceRunning)
{
waitPace = StartCoroutine(WaitPace());
}
}
else
{
if (paceRunning)
{
paceRunning = false;
StopCoroutine(WaitPace());
}
MoveCamera();
}
}
private IEnumerator WaitPace()
{
for(; ;)
{
paceRunning = true;
MoveCamera();
yield return new WaitForSeconds(1f);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class BF_InteractiveEffectsAdditional : MonoBehaviour
{
public Transform mainCamera;
public RenderTexture rt;
public string GlobalTexName = "_GlobalEffectRTAdditional";
public string GlobalOrthoName = "_OrthographicCamSizeAdditional";
public bool isPaced = false;
private float orthoMem = 0;
private Vector3 camDir;
private Coroutine waitPace;
private bool paceRunning = false;
private void Awake()
{
orthoMem = GetComponent<Camera>().orthographicSize;
Shader.SetGlobalFloat(GlobalOrthoName, orthoMem);
Shader.SetGlobalTexture(GlobalTexName, rt);
}
private void OnEnable()
{
orthoMem = GetComponent<Camera>().orthographicSize;
Shader.SetGlobalFloat(GlobalOrthoName, orthoMem);
Shader.SetGlobalTexture(GlobalTexName, rt);
}
private void MoveCamera()
{
if (mainCamera != null)
{
camDir = Vector3.ProjectOnPlane(mainCamera.forward, Vector3.up).normalized;
camDir.y = 0f;
if (mainCamera != null)
{
float YView = Vector3.Angle(Vector3.down, mainCamera.forward);
transform.position = new Vector3(mainCamera.position.x, mainCamera.position.y + 20, mainCamera.position.z) + camDir.normalized * Mathf.Max(0f, orthoMem - 20f) * Mathf.Clamp01(((YView - 35) * 3) / 35);
}
}
Shader.SetGlobalVector("_PositionAdd", transform.position);
transform.rotation = Quaternion.Euler(new Vector3(90, 0, 0));
}
private void Update()
{
if (isPaced)
{
if (!paceRunning)
{
waitPace = StartCoroutine(WaitPace());
}
}
else
{
if (paceRunning)
{
paceRunning = false;
StopCoroutine(WaitPace());
}
MoveCamera();
}
}
private IEnumerator WaitPace()
{
for (; ; )
{
paceRunning = true;
MoveCamera();
yield return new WaitForSeconds(1f);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BF_LightSwitch : MonoBehaviour
{
public GameObject lightScene;
public Material skyboxScene;
void OnEnable()
{
if(lightScene != null)
{
lightScene.SetActive(true);
}
if(skyboxScene != null)
{
RenderSettings.skybox = skyboxScene;
}
}
void OnDisable()
{
if (lightScene != null)
{
lightScene.SetActive(false);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
public class BF_PlayerMovement : MonoBehaviour
{
public Camera cam;
private Rigidbody rb;
private Quaternion camRot;
private Vector3 moveDirection;
private Vector3 inputDirection;
// Start is called before the first frame update
void Start()
{
rb = this.GetComponent<Rigidbody>();
if(cam == null)
{
cam = Camera.main;
}
} // Start is called before the first frame update
void OnEnable()
{
rb = this.GetComponent<Rigidbody>();
if(cam == null)
{
cam = Camera.main;
}
}
// Update is called once per frame
void FixedUpdate()
{
inputDirection = Vector3.zero;
#if ENABLE_INPUT_SYSTEM
if (Keyboard.current.qKey.isPressed || Keyboard.current.aKey.isPressed)
{
inputDirection += new Vector3(0, 0, 1);
}
if (Keyboard.current.dKey.isPressed)
{
inputDirection += new Vector3(0, 0, -1);
}
if (Keyboard.current.wKey.isPressed || Keyboard.current.zKey.isPressed)
{
inputDirection += new Vector3(1, 0, 0);
}
if (Keyboard.current.sKey.isPressed)
{
inputDirection += new Vector3(-1, 0, 0);
}
#else
if (Input.GetKey(KeyCode.Q)|| Input.GetKey(KeyCode.A))
{
inputDirection += new Vector3(0, 0, 1);
}
if (Input.GetKey(KeyCode.D))
{
inputDirection += new Vector3(0, 0, -1);
}
if (Input.GetKey(KeyCode.Z) || Input.GetKey(KeyCode.W))
{
inputDirection += new Vector3(1, 0, 0);
}
if (Input.GetKey(KeyCode.S))
{
inputDirection += new Vector3(-1, 0, 0);
}
#endif
MoveBall();
}
private void MoveBall()
{
camRot = Quaternion.LookRotation(cam.transform.forward, Vector3.up);
moveDirection = camRot * new Vector3(Mathf.Clamp(inputDirection.x * 2, -1, 1), 0, Mathf.Clamp(inputDirection.z * 2, -1, 1));
rb.AddTorque(moveDirection*22.5f);
rb.AddForce(moveDirection*15f,ForceMode.Force);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BF_PlayerReset : MonoBehaviour
{
public GameObject player;
public Transform playerPos;
void OnEnable()
{
player.transform.position = playerPos.position;
}
void Start()
{
player.transform.position = playerPos.position;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BF_PlayerSnow : MonoBehaviour
{
public Collider playerCollider;
public ParticleSystem particleSys;
public PhysicsMaterial playerMatDefault;
public PhysicsMaterial playerMatSnow;
public PhysicsMaterial playerMatIce;
private Rigidbody rB;
private float speedMult = 1;
private float lerpIce = 0;
private MeshCollider oldMC = null;
private Mesh mesh = null;
private ParticleSystem.MainModule pSMain;
// Start is called before the first frame update
void Start()
{
oldMC = null;
mesh = null;
rB = this.GetComponent<Rigidbody>();
pSMain = particleSys.main;
}
private void CheckIceCols(float snowCol)
{
lerpIce = snowCol / 255f;
if (snowCol == -1)
{
if (playerCollider.material != playerMatDefault)
{
playerCollider.material = playerMatDefault;
}
return;
}
if (lerpIce <= 0.925f && playerCollider.material != playerMatIce)
{
playerCollider.material = playerMatIce;
rB.angularDamping = 0.25f;
}
else if(lerpIce >= 0.925f && playerCollider.material != playerMatSnow)
{
playerCollider.material = playerMatSnow;
rB.angularDamping = 5f;
}
}
private void OnCollisionStay(Collision collision)
{
if (lerpIce >= 0.925f && collision.collider.gameObject.layer == 4)
{
AddSnow(1.5f);
}
else
{
RemoveSnow(0.05f);
}
}
private void OnCollisionEnter(Collision collision)
{
if(collision.impulse.magnitude>10)
{
// RemoveSnow(20);
}
}
private void AddSnow(float multiplier)
{
if (playerCollider.transform.localScale.x < 7f)
{
speedMult = Mathf.Clamp(rB.linearVelocity.magnitude * 0.02f,0,1);
playerCollider.transform.localScale += Vector3.zero + Vector3.one * 0.0035f * 2 * multiplier* speedMult;
playerCollider.transform.localScale += Vector3.zero + Vector3.one * 0.005f * 2 * multiplier * speedMult;
}
}
private void RemoveSnow(float multiplier)
{
if (playerCollider.transform.localScale.x >= 1.1f)
{
if (!playerCollider.transform.gameObject.activeInHierarchy)
{
// SnowPlayer.gameObject.SetActive(true);
}
playerCollider.transform.localScale -= Vector3.zero + Vector3.one * 0.0035f * 4 * multiplier;
playerCollider.transform.localScale -= Vector3.zero + Vector3.one * 0.005f * 4 * multiplier;
}
if (playerCollider.transform.localScale.x < 1.1f)
{
if (playerCollider.transform.gameObject.activeInHierarchy)
{
// SnowPlayer.gameObject.SetActive(false);
}
playerCollider.transform.localScale = Vector3.one * 1.1f;
playerCollider.transform.localScale = Vector3.one * 1.1f;
}
}
private void FixedUpdate()
{
ChangePlayerMass();
CheckSnowUnderneath();
}
private void CheckSnowUnderneath()
{
RaycastHit hit;
int layerMask = 1 << 4;
if (Physics.Raycast(transform.position+(Vector3.down*(playerCollider.transform.localScale.x/2)+Vector3.up*0.5f), Vector3.down, out hit, 5, layerMask,QueryTriggerInteraction.Ignore))
{
MeshCollider meshCollider = hit.collider as MeshCollider;
if (oldMC != meshCollider || mesh == null)
{
mesh = meshCollider.GetComponent<MeshFilter>().sharedMesh;
}
oldMC = meshCollider;
if (meshCollider == null || meshCollider.sharedMesh == null)
{
CheckIceCols(255f);
return;
}
//Mesh mesh = meshCollider.sharedMesh;
int[] triangles = mesh.triangles;
Color32[] colorArray;
colorArray = mesh.colors32;
var vertIndex1 = triangles[hit.triangleIndex * 3 + 0];
CheckIceCols(((float)colorArray[vertIndex1].g) / 1);
}
else
{
if (playerCollider.material != playerMatDefault)
{
playerCollider.material = playerMatDefault;
}
}
}
private void ChangePlayerMass()
{
rB.mass = Mathf.Lerp(1.95f, 2.5f, (playerCollider.transform.localScale.x-1.2f) / 7);
pSMain.startSize = playerCollider.transform.localScale.x+0.5f;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BF_Rotator : MonoBehaviour
{
public float RotSpeed = 1;
void Update()
{
this.transform.Rotate(new Vector3(0, RotSpeed*Time.deltaTime, 0), Space.World);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
public class BF_SnowAssetManager : MonoBehaviour
{
public GameObject UIText;
public int showcaseIndex = 0;
[HideInInspector] public int subShowcaseIndex = 0;
public List<GameObject> showcasesGO;
public List<GameObject> cameras;
public List<GameObject> lights;
public List<Material> skyboxes;
[Space]
public GameObject specialCamera;
public GameObject specialButton;
public GameObject specialInfo;
private int maxIndex = 4;
[HideInInspector] public int maxSubIndex = 3;
[HideInInspector] public UnityEvent m_ShowcaseChange = new UnityEvent();
// Start is called before the first frame update
void Start()
{
maxIndex = showcasesGO.Count - 1;
SwitchShowcase(0);
SwitchSubShowcase(0);
RenderSettings.fog = true;
RenderSettings.fogDensity = 0.00f;
UIText.SetActive(false);
specialCamera.SetActive(false);
specialButton.SetActive(true);
specialInfo.SetActive(true);
}
public void SwitchShowcase(int addIndex)
{
for (int i = 0; i <= maxIndex; i++)
{
showcasesGO[i].SetActive(false);
cameras[i].SetActive(false);
lights[i].SetActive(false);
}
showcaseIndex += addIndex;
if (showcaseIndex <= -1)
{
showcaseIndex = maxIndex;
}
else if (showcaseIndex == maxIndex + 1)
{
showcaseIndex = 0;
}
showcasesGO[showcaseIndex].SetActive(true);
cameras[showcaseIndex].SetActive(true);
lights[showcaseIndex].SetActive(true);
RenderSettings.skybox = skyboxes[showcaseIndex];
subShowcaseIndex = 0;
m_ShowcaseChange.Invoke();
if(showcaseIndex != 0)
{
RenderSettings.fogDensity = 0.001f;
specialCamera.SetActive(false);
specialButton.SetActive(false);
specialInfo.SetActive(false);
}
else
{
specialCamera.SetActive(false);
RenderSettings.fogDensity = 0.00f;
specialButton.SetActive(true);
specialInfo.SetActive(true);
}
}
public void SwitchSubShowcase(int addIndex)
{
subShowcaseIndex += addIndex;
if (subShowcaseIndex <= -1)
{
subShowcaseIndex = maxSubIndex;
}
else if (subShowcaseIndex == maxSubIndex + 1)
{
subShowcaseIndex = 0;
}
m_ShowcaseChange.Invoke();
}
public void ActivateSpecialCamera()
{
specialCamera.SetActive(!specialCamera.activeInHierarchy);
cameras[0].SetActive(!cameras[0].activeInHierarchy);
}
private void Update()
{
#if ENABLE_LEGACY_INPUT_MANAGER
if (Input.GetKeyDown(KeyCode.Alpha1))
{
SwitchSubShowcase(-1);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
SwitchSubShowcase(1);
}
#else
if (Keyboard.current.digit1Key.wasPressedThisFrame)
{
SwitchSubShowcase(-1);
}
if (Keyboard.current.digit2Key.wasPressedThisFrame)
{
SwitchSubShowcase(1);
}
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
public class BF_SnowSubShowcase : MonoBehaviour
{
public BF_SnowAssetManager aM;
public Text uiText;
public List<GameObject> subShowcases;
public List<string> nameSubs;
private int oldIndex = -1;
private UnityAction showcaseChange;
// Start is called before the first frame update
private void OnEnable()
{
aM.maxSubIndex = subShowcases.Count-1;
aM.m_ShowcaseChange.AddListener(ChangeIndex);
}
private void OnDisable()
{
aM.m_ShowcaseChange.RemoveListener(ChangeIndex);
}
void Update()
{
/*
if(aM.subShowcaseIndex != oldIndex)
{
oldIndex = aM.subShowcaseIndex;
foreach(GameObject GO in subShowcases)
{
GO.SetActive(false);
}
subShowcases[oldIndex].SetActive(true);
uiText.text = nameSubs[oldIndex];
}
*/
}
private void ChangeIndex()
{
oldIndex = aM.subShowcaseIndex;
foreach (GameObject GO in subShowcases)
{
GO.SetActive(false);
}
subShowcases[oldIndex].SetActive(true);
uiText.text = nameSubs[oldIndex];
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[ExecuteInEditMode]
public class BF_SnowTerrain : MonoBehaviour
{
public Terrain terrainToCopy;
public bool avoidCulling = false;
private Terrain terrainAsset;
private TerrainData terrainData;
private TerrainData terrainDataOld = null;
private Vector3 sizeOld = Vector3.one * 100f;
private float[,] terrainHeightOld = null;
private int heightRezOld = 0;
private Vector3 posOld = Vector3.zero;
private Material terrainMaterial;
private GameObject selectGO;
private bool isSynced = false;
void Start()
{
UpdateTerrainData();
}
void OnEnable()
{
UpdateTerrainData();
}
private void StoreTerrainData()
{
if (terrainDataOld == null)
{
terrainDataOld = terrainAsset.terrainData;
terrainHeightOld = terrainAsset.terrainData.GetHeights(0, 0, terrainAsset.terrainData.heightmapResolution, terrainAsset.terrainData.heightmapResolution);
sizeOld = terrainAsset.terrainData.size;
heightRezOld = terrainAsset.terrainData.heightmapResolution;
posOld = terrainAsset.transform.position;
}
}
private void ClearTerrainData()
{
terrainDataOld = null;
terrainHeightOld = null;
isSynced = false;
sizeOld = Vector3.one*100f;
}
private void UpdateTerrainData()
{
terrainAsset = this.GetComponent<Terrain>();
if (avoidCulling)
{
terrainAsset.patchBoundsMultiplier = Vector3.one * 2f;
}
else
{
terrainAsset.patchBoundsMultiplier = Vector3.one;
}
terrainData = terrainAsset.terrainData;
terrainMaterial = terrainAsset.materialTemplate;
terrainMaterial.SetTexture("_Control0", terrainData.GetAlphamapTexture(0));
terrainMaterial.SetTexture("_Control1", terrainData.GetAlphamapTexture(1));
terrainMaterial.SetVector("_TerrainScale", terrainData.size);
terrainMaterial.SetFloat("_IST", 1);
terrainMaterial.EnableKeyword("IS_T");
if (terrainData.terrainLayers.Length <= 4)
{
terrainMaterial.DisableKeyword("USE_COMPLEX_T");
}
if (terrainData.terrainLayers.Length > 4)
{
terrainMaterial.EnableKeyword("USE_COMPLEX_T");
terrainMaterial.SetTexture("_Normal4", terrainData.terrainLayers[4].normalMapTexture);
terrainMaterial.SetFloat("_NormalScale4", terrainData.terrainLayers[4].normalScale);
terrainMaterial.SetTexture("_Splat4", terrainData.terrainLayers[4].diffuseTexture);
terrainMaterial.SetVector("_Splat4_STn", new Vector4(terrainData.terrainLayers[4].tileSize.x, terrainData.terrainLayers[4].tileSize.y, terrainData.terrainLayers[4].tileOffset.x, terrainData.terrainLayers[4].tileOffset.y));
terrainMaterial.SetColor("_Specular4", terrainData.terrainLayers[4].specular);
terrainMaterial.SetFloat("_Metallic4", terrainData.terrainLayers[4].metallic);
terrainMaterial.SetTexture("_Mask4", terrainData.terrainLayers[4].maskMapTexture);
}
if (terrainData.terrainLayers.Length > 5)
{
terrainMaterial.SetTexture("_Normal5", terrainData.terrainLayers[5].normalMapTexture);
terrainMaterial.SetFloat("_NormalScale5", terrainData.terrainLayers[5].normalScale);
terrainMaterial.SetTexture("_Splat5", terrainData.terrainLayers[5].diffuseTexture);
terrainMaterial.SetVector("_Splat5_STn", new Vector4(terrainData.terrainLayers[5].tileSize.x, terrainData.terrainLayers[5].tileSize.y, terrainData.terrainLayers[5].tileOffset.x, terrainData.terrainLayers[5].tileOffset.y));
terrainMaterial.SetColor("_Specular5", terrainData.terrainLayers[5].specular);
terrainMaterial.SetFloat("_Metallic5", terrainData.terrainLayers[5].metallic);
terrainMaterial.SetTexture("_Mask5", terrainData.terrainLayers[5].maskMapTexture);
}
if (terrainData.terrainLayers.Length > 6)
{
terrainMaterial.SetTexture("_Normal6", terrainData.terrainLayers[6].normalMapTexture);
terrainMaterial.SetFloat("_NormalScale6", terrainData.terrainLayers[6].normalScale);
terrainMaterial.SetTexture("_Splat6", terrainData.terrainLayers[6].diffuseTexture);
terrainMaterial.SetVector("_Splat6_STn", new Vector4(terrainData.terrainLayers[6].tileSize.x, terrainData.terrainLayers[6].tileSize.y, terrainData.terrainLayers[6].tileOffset.x, terrainData.terrainLayers[6].tileOffset.y));
terrainMaterial.SetColor("_Specular6", terrainData.terrainLayers[6].specular);
terrainMaterial.SetFloat("_Metallic6", terrainData.terrainLayers[6].metallic);
terrainMaterial.SetTexture("_Mask6", terrainData.terrainLayers[6].maskMapTexture);
}
if (terrainData.terrainLayers.Length > 7)
{
terrainMaterial.SetTexture("_Normal7", terrainData.terrainLayers[7].normalMapTexture);
terrainMaterial.SetFloat("_NormalScale7", terrainData.terrainLayers[7].normalScale);
terrainMaterial.SetTexture("_Splat7", terrainData.terrainLayers[7].diffuseTexture);
terrainMaterial.SetVector("_Splat7_STn", new Vector4(terrainData.terrainLayers[7].tileSize.x, terrainData.terrainLayers[7].tileSize.y, terrainData.terrainLayers[7].tileOffset.x, terrainData.terrainLayers[7].tileOffset.y));
terrainMaterial.SetColor("_Specular7", terrainData.terrainLayers[7].specular);
terrainMaterial.SetFloat("_Metallic7", terrainData.terrainLayers[7].metallic);
terrainMaterial.SetTexture("_Mask7", terrainData.terrainLayers[7].maskMapTexture);
}
}
public void CopyTerrainData()
{
if(terrainToCopy != null && terrainToCopy != terrainAsset)
{
StoreTerrainData();
terrainAsset.terrainData.heightmapResolution = terrainToCopy.terrainData.heightmapResolution;
terrainAsset.terrainData.SetHeights(0, 0, terrainToCopy.terrainData.GetHeights(0, 0, terrainToCopy.terrainData.heightmapResolution, terrainToCopy.terrainData.heightmapResolution));
terrainAsset.terrainData.size = terrainToCopy.terrainData.size;
}
}
public void MoveTerrainSync()
{
if (terrainToCopy != null && terrainToCopy != terrainAsset)
{
isSynced = true;
terrainAsset.transform.position = terrainToCopy.transform.position + Vector3.up * 0.01f;
//terrainMaterial.SetFloat("_GrassCut", 1);
terrainAsset.terrainData.heightmapResolution = terrainToCopy.terrainData.heightmapResolution;
terrainAsset.terrainData.baseMapResolution = terrainToCopy.terrainData.baseMapResolution;
terrainAsset.terrainData.alphamapResolution = terrainToCopy.terrainData.alphamapResolution;
terrainMaterial.SetFloat("_ISADD", 1);
terrainMaterial.EnableKeyword("IS_ADD");
}
else
{
//terrainMaterial.SetFloat("_GrassCut", 0);
terrainMaterial.SetFloat("_ISADD", 0);
terrainMaterial.DisableKeyword("IS_ADD");
}
}
public void RevertTerrainData()
{
if (terrainDataOld != null)
{
terrainToCopy = null;
terrainAsset.terrainData = terrainDataOld;
terrainAsset.terrainData.heightmapResolution = heightRezOld;
terrainAsset.terrainData.size = sizeOld;
terrainAsset.terrainData.SetHeights(0, 0, terrainHeightOld);
//terrainMaterial.SetFloat("_GrassCut", 0);
terrainMaterial.SetFloat("_ISADD", 0);
terrainMaterial.DisableKeyword("IS_ADD");
terrainAsset.transform.position = posOld;
ClearTerrainData();
}
}
void OnRenderObject()
{
#if UNITY_EDITOR
if ((Application.isEditor && !Application.isPlaying)&& terrainToCopy!=null && isSynced)
{
if (Selection.activeGameObject == this.gameObject && selectGO != this.gameObject)
{
selectGO = Selection.activeGameObject;
terrainAsset.transform.position = terrainToCopy.transform.position + Vector3.up * 0.01f;
}
else if (Selection.activeGameObject == terrainToCopy.gameObject && selectGO != terrainToCopy.gameObject)
{
selectGO = Selection.activeGameObject;
terrainAsset.transform.position = terrainToCopy.transform.position + Vector3.down * 0.01f;
}
}
#endif
}
private void Update()
{
#if UNITY_EDITOR
if (Application.isEditor && !Application.isPlaying)
{
UpdateTerrainData();
if (isSynced && terrainToCopy != null && terrainToCopy.terrainData.GetHeights(0, 0, terrainToCopy.terrainData.heightmapResolution, terrainToCopy.terrainData.heightmapResolution) != terrainAsset.terrainData.GetHeights(0, 0, terrainAsset.terrainData.heightmapResolution, terrainAsset.terrainData.heightmapResolution))
{
CopyTerrainData();
}
}
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
[RequireComponent(typeof(Camera))]
public class BF_SquareBanding : MonoBehaviour
{
public Material cinematicBandsFX = null;
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source, destination, cinematicBandsFX);
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
/// <summary>
/// A simple free camera to be added to a Unity game object.
///
/// Keys:
/// wasd / arrows - movement
/// q/e - up/down (local space)
/// r/f - up/down (world space)
/// pageup/pagedown - up/down (world space)
/// hold shift - enable fast movement mode
/// right mouse - enable free look
/// mouse - free look / rotation
///
/// </summary>
public class FreeCam : MonoBehaviour
{
/// <summary>
/// Normal speed of camera movement.
/// </summary>
public float movementSpeed = 10f;
/// <summary>
/// Speed of camera movement when shift is held down,
/// </summary>
public float fastMovementSpeed = 100f;
/// <summary>
/// Sensitivity for free look.
/// </summary>
public float freeLookSensitivity = 3f;
/// <summary>
/// Amount to zoom the camera when using the mouse wheel.
/// </summary>
public float zoomSensitivity = 10f;
/// <summary>
/// Amount to zoom the camera when using the mouse wheel (fast mode).
/// </summary>
public float fastZoomSensitivity = 50f;
/// <summary>
/// Set to true when free looking (on right mouse button).
/// </summary>
private bool looking = false;
void Update()
{
var fastMode = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
var movementSpeed = fastMode ? this.fastMovementSpeed : this.movementSpeed;
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
{
transform.position = transform.position + (-transform.right * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
{
transform.position = transform.position + (transform.right * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
{
transform.position = transform.position + (transform.forward * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
{
transform.position = transform.position + (-transform.forward * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.Q))
{
transform.position = transform.position + (transform.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.E))
{
transform.position = transform.position + (-transform.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.PageUp))
{
transform.position = transform.position + (Vector3.up * movementSpeed * Time.deltaTime);
}
if (Input.GetKey(KeyCode.F) || Input.GetKey(KeyCode.PageDown))
{
transform.position = transform.position + (-Vector3.up * movementSpeed * Time.deltaTime);
}
if (looking)
{
float newRotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * freeLookSensitivity;
float newRotationY = transform.localEulerAngles.x - Input.GetAxis("Mouse Y") * freeLookSensitivity;
transform.localEulerAngles = new Vector3(newRotationY, newRotationX, 0f);
}
float axis = Input.GetAxis("Mouse ScrollWheel");
if (axis != 0)
{
var zoomSensitivity = fastMode ? this.fastZoomSensitivity : this.zoomSensitivity;
transform.position = transform.position + transform.forward * axis * zoomSensitivity;
}
if (Input.GetKeyDown(KeyCode.Mouse1))
{
StartLooking();
}
else if (Input.GetKeyUp(KeyCode.Mouse1))
{
StopLooking();
}
}
void OnDisable()
{
StopLooking();
}
/// <summary>
/// Enable free looking.
/// </summary>
public void StartLooking()
{
looking = true;
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
}
/// <summary>
/// Disable free looking.
/// </summary>
public void StopLooking()
{
looking = false;
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
}

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using UnityEngine;
public class FreeCamera : MonoBehaviour {
public bool enableInputCapture = true;
public bool holdRightMouseCapture = false;
public float lookSpeed = 5f;
public float moveSpeed = 5f;
public float sprintSpeed = 50f;
bool m_inputCaptured;
float m_yaw;
float m_pitch;
void Awake() {
enabled = enableInputCapture;
}
void OnValidate() {
if(Application.isPlaying)
enabled = enableInputCapture;
}
void CaptureInput() {
m_inputCaptured = true;
m_yaw = transform.eulerAngles.y;
m_pitch = transform.eulerAngles.x;
}
void ReleaseInput() {
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
m_inputCaptured = false;
}
void OnApplicationFocus(bool focus) {
if(m_inputCaptured && !focus)
ReleaseInput();
}
void Update() {
if(!m_inputCaptured) {
if(!holdRightMouseCapture && Input.GetMouseButtonDown(0))
CaptureInput();
else if(holdRightMouseCapture && Input.GetMouseButtonDown(1))
CaptureInput();
}
if(!m_inputCaptured)
return;
if(m_inputCaptured) {
if(!holdRightMouseCapture && Input.GetKeyDown(KeyCode.Escape))
ReleaseInput();
else if(holdRightMouseCapture && Input.GetMouseButtonUp(1))
ReleaseInput();
}
var rotStrafe = Input.GetAxis("Mouse X");
var rotFwd = Input.GetAxis("Mouse Y");
m_yaw = (m_yaw + lookSpeed * rotStrafe) % 360f;
m_pitch = (m_pitch - lookSpeed * rotFwd) % 360f;
transform.rotation = Quaternion.AngleAxis(m_yaw, Vector3.up) * Quaternion.AngleAxis(m_pitch, Vector3.right);
var speed = Time.deltaTime * (Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : moveSpeed);
var forward = speed * Input.GetAxis("Vertical");
var right = speed * Input.GetAxis("Horizontal");
var up = speed * ((Input.GetKey(KeyCode.E) ? 1f : 0f) - (Input.GetKey(KeyCode.Q) ? 1f : 0f));
transform.position += transform.forward * forward + transform.right * right + Vector3.up * up;
}
}

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using UnityEngine;
using System.Collections;
public class SuperCamera : MonoBehaviour {
public GameObject pivot;
public KeyCode resetShortcut = KeyCode.Space;
[Range(0f, 100f)]
public float rotationSensibility = 10f;
public bool invertRotationX = false;
public bool invertRotationY = false;
[Range(0f, 100f)]
public float translationSensibility = 10f;
public bool invertTranslationX = false;
public bool invertTranslationY = false;
public float zoomMax = 2f;
public float zoomMin = 20f;
[Range(0f, 100f)]
public float wheelSensibility = 10;
private float delayDoubleClic = 0.2f;
private Vector3 oldCamPos;
private Quaternion oldCamRot;
private Vector3 oldMousePos;
private float timeDoubleClic;
private bool firstClic = false;
private Vector3 pivotPos;
// Use this for initialization
void Start () {
pivotPos = pivot.transform.position;
oldCamPos = Camera.main.transform.position;
oldCamRot = Camera.main.transform.rotation;
}
// Update is called once per frame
void Update () {
Debug.DrawRay(pivotPos, Vector3.up, Color.red);
Debug.DrawRay(pivotPos, Camera.main.transform.right, Color.green);
if (Input.GetKeyDown(resetShortcut))
{
Camera.main.transform.position = oldCamPos;
Camera.main.transform.rotation = oldCamRot;
}
float wheel = Input.GetAxis("Mouse ScrollWheel");
if (wheel != 0f)
{
Vector3 movVec = (pivotPos - Camera.main.transform.position);
movVec.Normalize();
movVec *= wheel/ 20 * wheelSensibility;
Vector3 newPos = Camera.main.transform.position + movVec;
if ((newPos - pivotPos).magnitude >= zoomMax && (newPos - pivotPos).magnitude <= zoomMin)
{
Camera.main.transform.position = newPos;
}
}
bool doubleClic = false;
if (Input.GetMouseButtonDown(0))
{
if (firstClic)
{
doubleClic = true;
firstClic = false;
}
else
{
firstClic = true;
timeDoubleClic = Time.time;
}
}
if (firstClic && Time.time - timeDoubleClic > delayDoubleClic)
{
firstClic = false;
}
if (doubleClic)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
pivotPos = hit.point;
Debug.Log(hit.point);
}
else
{
pivotPos = pivot.transform.position;
Debug.Log("reset Pivot");
}
}
if (!Input.GetMouseButton(0) && !Input.GetMouseButton(2))
{
//Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = true;
return;
}
else
{
Cursor.visible = false;
}
Vector3 mousePos = Input.mousePosition;
if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(2))
{
oldMousePos = mousePos;
return;
}
if (Input.GetMouseButton(2))
{
int factor = -1;
if (invertTranslationX)
{
factor = 1;
}
gameObject.transform.Translate(new Vector3(factor * translationSensibility * (mousePos.x - oldMousePos.x) / 100f,0, 0));
factor = -1;
if (invertTranslationY)
{
factor = 1;
}
gameObject.transform.Translate(new Vector3(0, factor * translationSensibility * (mousePos.y - oldMousePos.y) / 100f, 0));
}
else
{
int factor = 1;
if (invertRotationX)
{
factor = -1;
}
gameObject.transform.RotateAround(pivotPos, Vector3.up, factor * rotationSensibility * (mousePos.x - oldMousePos.x)/100f);
factor = 1;
if (invertRotationY)
{
factor = -1;
}
gameObject.transform.RotateAround(pivotPos, Camera.main.transform.right, factor * - rotationSensibility * (mousePos.y - oldMousePos.y)/100f);
}
oldMousePos = mousePos;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIButton_ShowNext : MonoBehaviour
{
// GameObjects list
public GameObject[] GameObjectsList;
private int shownGameObjectIndex = -1;
private void Start()
{
for (int i = 0; i < GameObjectsList.Length; ++i)
GameObjectsList[i].SetActive(false);
SelectNextGameObject();
}
// Next or previous GameObjects onClick
public void SelectNextGameObject()
{
int index = shownGameObjectIndex >= GameObjectsList.Length - 1 ? -1 : shownGameObjectIndex;
SelectGameObject(index + 1);
}
public void SelectPreviousGameObject()
{
int index = shownGameObjectIndex <= 0 ? GameObjectsList.Length : shownGameObjectIndex;
SelectGameObject(index - 1);
}
public void SelectGameObject(int index)
{
if (shownGameObjectIndex >= 0)
GameObjectsList[shownGameObjectIndex].SetActive(false);
shownGameObjectIndex = index;
GameObjectsList[shownGameObjectIndex].SetActive(true);
}
}

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8
Assets/ThirdParty/Mirror.meta vendored Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror.Authenticators
{
[AddComponentMenu("Network/ Authenticators/Basic Authenticator")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-authenticators/basic-authenticator")]
public class BasicAuthenticator : NetworkAuthenticator
{
[Header("Server Credentials")]
public string serverUsername;
public string serverPassword;
[Header("Client Credentials")]
public string username;
public string password;
readonly HashSet<NetworkConnectionToClient> connectionsPendingDisconnect = new HashSet<NetworkConnectionToClient>();
#region Messages
public struct AuthRequestMessage : NetworkMessage
{
// use whatever credentials make sense for your game
// for example, you might want to pass the accessToken if using oauth
public string authUsername;
public string authPassword;
}
public struct AuthResponseMessage : NetworkMessage
{
public byte code;
public string message;
}
#endregion
#region Server
/// <summary>
/// Called on server from StartServer to initialize the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartServer()
{
// register a handler for the authentication request we expect from client
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
}
/// <summary>
/// Called on server from StopServer to reset the Authenticator
/// <para>Server message handlers should be unregistered in this method.</para>
/// </summary>
public override void OnStopServer()
{
// unregister the handler for the authentication request
NetworkServer.UnregisterHandler<AuthRequestMessage>();
}
/// <summary>
/// Called on server from OnServerConnectInternal when a client needs to authenticate
/// </summary>
/// <param name="conn">Connection to client.</param>
public override void OnServerAuthenticate(NetworkConnectionToClient conn)
{
// do nothing...wait for AuthRequestMessage from client
}
/// <summary>
/// Called on server when the client's AuthRequestMessage arrives
/// </summary>
/// <param name="conn">Connection to client.</param>
/// <param name="msg">The message payload</param>
public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
{
//Debug.Log($"Authentication Request: {msg.authUsername} {msg.authPassword}");
if (connectionsPendingDisconnect.Contains(conn)) return;
// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
if (msg.authUsername == serverUsername && msg.authPassword == serverPassword)
{
// create and send msg to client so it knows to proceed
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 100,
message = "Success"
};
conn.Send(authResponseMessage);
// Accept the successful authentication
ServerAccept(conn);
}
else
{
connectionsPendingDisconnect.Add(conn);
// create and send msg to client so it knows to disconnect
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 200,
message = "Invalid Credentials"
};
conn.Send(authResponseMessage);
// must set NetworkConnection isAuthenticated = false
conn.isAuthenticated = false;
// disconnect the client after 1 second so that response message gets delivered
StartCoroutine(DelayedDisconnect(conn, 1f));
}
}
IEnumerator DelayedDisconnect(NetworkConnectionToClient conn, float waitTime)
{
yield return new WaitForSeconds(waitTime);
// Reject the unsuccessful authentication
ServerReject(conn);
yield return null;
// remove conn from pending connections
connectionsPendingDisconnect.Remove(conn);
}
#endregion
#region Client
/// <summary>
/// Called on client from StartClient to initialize the Authenticator
/// <para>Client message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartClient()
{
// register a handler for the authentication response we expect from server
NetworkClient.RegisterHandler<AuthResponseMessage>(OnAuthResponseMessage, false);
}
/// <summary>
/// Called on client from StopClient to reset the Authenticator
/// <para>Client message handlers should be unregistered in this method.</para>
/// </summary>
public override void OnStopClient()
{
// unregister the handler for the authentication response
NetworkClient.UnregisterHandler<AuthResponseMessage>();
}
/// <summary>
/// Called on client from OnClientConnectInternal when a client needs to authenticate
/// </summary>
public override void OnClientAuthenticate()
{
AuthRequestMessage authRequestMessage = new AuthRequestMessage
{
authUsername = username,
authPassword = password
};
NetworkClient.Send(authRequestMessage);
}
/// <summary>
/// Called on client when the server's AuthResponseMessage arrives
/// </summary>
/// <param name="msg">The message payload</param>
public void OnAuthResponseMessage(AuthResponseMessage msg)
{
if (msg.code == 100)
{
//Debug.Log($"Authentication Response: {msg.message}");
// Authentication has been accepted
ClientAccept();
}
else
{
Debug.LogError($"Authentication Response: {msg.message}");
// Authentication has been rejected
ClientReject();
}
}
#endregion
}
}

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using System;
using UnityEngine;
namespace Mirror.Authenticators
{
/// <summary>
/// An authenticator that identifies the user by their device.
/// <para>A GUID is used as a fallback when the platform doesn't support SystemInfo.deviceUniqueIdentifier.</para>
/// <para>Note: deviceUniqueIdentifier can be spoofed, so security is not guaranteed.</para>
/// <para>See https://docs.unity3d.com/ScriptReference/SystemInfo-deviceUniqueIdentifier.html for details.</para>
/// </summary>
[AddComponentMenu("Network/ Authenticators/Device Authenticator")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-authenticators/device-authenticator")]
public class DeviceAuthenticator : NetworkAuthenticator
{
#region Messages
public struct AuthRequestMessage : NetworkMessage
{
public string clientDeviceID;
}
public struct AuthResponseMessage : NetworkMessage { }
#endregion
#region Server
/// <summary>
/// Called on server from StartServer to initialize the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartServer()
{
// register a handler for the authentication request we expect from client
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
}
/// <summary>
/// Called on server from StopServer to reset the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStopServer()
{
// unregister the handler for the authentication request
NetworkServer.UnregisterHandler<AuthRequestMessage>();
}
/// <summary>
/// Called on server from OnServerConnectInternal when a client needs to authenticate
/// </summary>
/// <param name="conn">Connection to client.</param>
public override void OnServerAuthenticate(NetworkConnectionToClient conn)
{
// do nothing, wait for client to send his id
}
void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
{
Debug.Log($"connection {conn.connectionId} authenticated with id {msg.clientDeviceID}");
// Store the device id for later reference, e.g. when spawning the player
conn.authenticationData = msg.clientDeviceID;
// Send a response to client telling it to proceed as authenticated
conn.Send(new AuthResponseMessage());
// Accept the successful authentication
ServerAccept(conn);
}
#endregion
#region Client
/// <summary>
/// Called on client from StartClient to initialize the Authenticator
/// <para>Client message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartClient()
{
// register a handler for the authentication response we expect from server
NetworkClient.RegisterHandler<AuthResponseMessage>(OnAuthResponseMessage, false);
}
/// <summary>
/// Called on client from StopClient to reset the Authenticator
/// <para>Client message handlers should be unregistered in this method.</para>
/// </summary>
public override void OnStopClient()
{
// unregister the handler for the authentication response
NetworkClient.UnregisterHandler<AuthResponseMessage>();
}
/// <summary>
/// Called on client from OnClientConnectInternal when a client needs to authenticate
/// </summary>
public override void OnClientAuthenticate()
{
string deviceUniqueIdentifier = SystemInfo.deviceUniqueIdentifier;
// Not all platforms support this, so we use a GUID instead
if (deviceUniqueIdentifier == SystemInfo.unsupportedIdentifier)
{
// Get the value from PlayerPrefs if it exists, new GUID if it doesn't
deviceUniqueIdentifier = PlayerPrefs.GetString("deviceUniqueIdentifier", Guid.NewGuid().ToString());
// Store the deviceUniqueIdentifier to PlayerPrefs (in case we just made a new GUID)
PlayerPrefs.SetString("deviceUniqueIdentifier", deviceUniqueIdentifier);
}
// send the deviceUniqueIdentifier to the server
NetworkClient.Send(new AuthRequestMessage { clientDeviceID = deviceUniqueIdentifier } );
}
/// <summary>
/// Called on client when the server's AuthResponseMessage arrives
/// </summary>
/// <param name="msg">The message payload</param>
public void OnAuthResponseMessage(AuthResponseMessage msg)
{
Debug.Log("Authentication Success");
ClientAccept();
}
#endregion
}
}

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{
"name": "Mirror.Authenticators",
"rootNamespace": "",
"references": [
"GUID:30817c1a0e6d646d99c048fc403f5979"
],
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using System.Collections;
using UnityEngine;
namespace Mirror.Authenticators
{
/// <summary>
/// An authenticator that disconnects connections if they don't
/// authenticate within a specified time limit.
/// </summary>
[AddComponentMenu("Network/ Authenticators/Timeout Authenticator")]
public class TimeoutAuthenticator : NetworkAuthenticator
{
public NetworkAuthenticator authenticator;
[Range(0, 600), Tooltip("Timeout to auto-disconnect in seconds. Set to 0 for no timeout.")]
public float timeout = 60;
public void Awake()
{
authenticator.OnServerAuthenticated.AddListener(connection => OnServerAuthenticated.Invoke(connection));
authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated.Invoke);
}
public override void OnStartServer()
{
authenticator.OnStartServer();
}
public override void OnStopServer()
{
authenticator.OnStopServer();
}
public override void OnStartClient()
{
authenticator.OnStartClient();
}
public override void OnStopClient()
{
authenticator.OnStopClient();
}
public override void OnServerAuthenticate(NetworkConnectionToClient conn)
{
authenticator.OnServerAuthenticate(conn);
if (timeout > 0)
StartCoroutine(BeginAuthentication(conn));
}
public override void OnClientAuthenticate()
{
authenticator.OnClientAuthenticate();
if (timeout > 0)
StartCoroutine(BeginAuthentication(NetworkClient.connection));
}
IEnumerator BeginAuthentication(NetworkConnection conn)
{
//Debug.Log($"Authentication countdown started {conn} {timeout}");
yield return new WaitForSecondsRealtime(timeout);
if (!conn.isAuthenticated)
{
Debug.LogError($"Authentication Timeout - Disconnecting {conn}");
conn.Disconnect();
}
}
}
}

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{
"name": "Mirror.CompilerSymbols",
"references": [],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
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using System.Collections.Generic;
using UnityEditor;
namespace Mirror
{
static class PreprocessorDefine
{
/// <summary>
/// Add define symbols as soon as Unity gets done compiling.
/// </summary>
[InitializeOnLoadMethod]
public static void AddDefineSymbols()
{
#if UNITY_2021_2_OR_NEWER
string currentDefines = PlayerSettings.GetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup));
#else
// Deprecated in Unity 2023.1
string currentDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
#endif
// Remove oldest when adding next month's symbol.
// Keep a rolling 12 months of symbols.
HashSet<string> defines = new HashSet<string>(currentDefines.Split(';'))
{
"MIRROR",
"MIRROR_89_OR_NEWER",
"MIRROR_90_OR_NEWER",
"MIRROR_93_OR_NEWER",
"MIRROR_96_OR_NEWER"
};
// only touch PlayerSettings if we actually modified it,
// otherwise it shows up as changed in git each time.
string newDefines = string.Join(";", defines);
if (newDefines != currentDefines)
{
#if UNITY_2021_2_OR_NEWER
PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup), newDefines);
#else
// Deprecated in Unity 2023.1
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newDefines);
#endif
}
}
}
}

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using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Mirror.Tests.Common")]
[assembly: InternalsVisibleTo("Mirror.Tests")]
// need to use Unity.*.CodeGen assembly name to import Unity.CompilationPipeline
// for ILPostProcessor tests.
[assembly: InternalsVisibleTo("Unity.Mirror.Tests.CodeGen")]
[assembly: InternalsVisibleTo("Mirror.Tests.Generated")]
[assembly: InternalsVisibleTo("Mirror.Tests.Runtime")]
[assembly: InternalsVisibleTo("Mirror.Tests.Performance.Editor")]
[assembly: InternalsVisibleTo("Mirror.Tests.Performance.Runtime")]
[assembly: InternalsVisibleTo("Mirror.Editor")]

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using System;
using System.Net;
using UnityEngine;
using UnityEngine.Events;
namespace Mirror.Discovery
{
[Serializable]
public class ServerFoundUnityEvent<TResponseType> : UnityEvent<TResponseType> {};
[DisallowMultipleComponent]
[AddComponentMenu("Network/Network Discovery")]
public class NetworkDiscovery : NetworkDiscoveryBase<ServerRequest, ServerResponse>
{
#region Server
/// <summary>
/// Process the request from a client
/// </summary>
/// <remarks>
/// Override if you wish to provide more information to the clients
/// such as the name of the host player
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
/// <returns>The message to be sent back to the client or null</returns>
protected override ServerResponse ProcessRequest(ServerRequest request, IPEndPoint endpoint)
{
// In this case we don't do anything with the request
// but other discovery implementations might want to use the data
// in there, This way the client can ask for
// specific game mode or something
try
{
// this is an example reply message, return your own
// to include whatever is relevant for your game
return new ServerResponse
{
serverId = ServerId,
uri = transport.ServerUri()
};
}
catch (NotImplementedException)
{
Debug.LogError($"Transport {transport} does not support network discovery");
throw;
}
}
#endregion
#region Client
/// <summary>
/// Create a message that will be broadcasted on the network to discover servers
/// </summary>
/// <remarks>
/// Override if you wish to include additional data in the discovery message
/// such as desired game mode, language, difficulty, etc... </remarks>
/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
protected override ServerRequest GetRequest() => new ServerRequest();
/// <summary>
/// Process the answer from a server
/// </summary>
/// <remarks>
/// A client receives a reply from a server, this method processes the
/// reply and raises an event
/// </remarks>
/// <param name="response">Response that came from the server</param>
/// <param name="endpoint">Address of the server that replied</param>
protected override void ProcessResponse(ServerResponse response, IPEndPoint endpoint)
{
// we received a message from the remote endpoint
response.EndPoint = endpoint;
// although we got a supposedly valid url, we may not be able to resolve
// the provided host
// However we know the real ip address of the server because we just
// received a packet from it, so use that as host.
UriBuilder realUri = new UriBuilder(response.uri)
{
Host = response.EndPoint.Address.ToString()
};
response.uri = realUri.Uri;
OnServerFound.Invoke(response);
}
#endregion
}
}

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using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
using UnityEngine;
// Based on https://github.com/EnlightenedOne/MirrorNetworkDiscovery
// forked from https://github.com/in0finite/MirrorNetworkDiscovery
// Both are MIT Licensed
namespace Mirror.Discovery
{
/// <summary>
/// Base implementation for Network Discovery. Extend this component
/// to provide custom discovery with game specific data
/// <see cref="NetworkDiscovery">NetworkDiscovery</see> for a sample implementation
/// </summary>
[DisallowMultipleComponent]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
public abstract class NetworkDiscoveryBase<Request, Response> : MonoBehaviour
where Request : NetworkMessage
where Response : NetworkMessage
{
public static bool SupportedOnThisPlatform { get { return Application.platform != RuntimePlatform.WebGLPlayer; } }
[SerializeField]
[Tooltip("If true, broadcasts a discovery request every ActiveDiscoveryInterval seconds")]
public bool enableActiveDiscovery = true;
// broadcast address needs to be configurable on iOS:
// https://github.com/vis2k/Mirror/pull/3255
[Tooltip("iOS may require LAN IP address here (e.g. 192.168.x.x), otherwise leave blank.")]
public string BroadcastAddress = "";
[SerializeField]
[Tooltip("The UDP port the server will listen for multi-cast messages")]
protected int serverBroadcastListenPort = 47777;
[SerializeField]
[Tooltip("Time in seconds between multi-cast messages")]
[Range(1, 60)]
float ActiveDiscoveryInterval = 3;
[Tooltip("Transport to be advertised during discovery")]
public Transport transport;
[Tooltip("Invoked when a server is found")]
public ServerFoundUnityEvent<Response> OnServerFound;
// Each game should have a random unique handshake,
// this way you can tell if this is the same game or not
[HideInInspector]
public long secretHandshake;
public long ServerId { get; private set; }
protected UdpClient serverUdpClient;
protected UdpClient clientUdpClient;
#if UNITY_EDITOR
public virtual void OnValidate()
{
if (transport == null)
transport = GetComponent<Transport>();
if (secretHandshake == 0)
{
secretHandshake = RandomLong();
UnityEditor.Undo.RecordObject(this, "Set secret handshake");
}
}
#endif
/// <summary>
/// virtual so that inheriting classes' Start() can call base.Start() too
/// </summary>
public virtual void Start()
{
ServerId = RandomLong();
// active transport gets initialized in Awake
// so make sure we set it here in Start() after Awake
// Or just let the user assign it in the inspector
if (transport == null)
transport = Transport.active;
// Server mode? then start advertising
if (Utils.IsHeadless())
{
AdvertiseServer();
}
}
public static long RandomLong()
{
int value1 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
int value2 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
return value1 + ((long)value2 << 32);
}
// Ensure the ports are cleared no matter when Game/Unity UI exits
void OnApplicationQuit()
{
//Debug.Log("NetworkDiscoveryBase OnApplicationQuit");
Shutdown();
}
void OnDisable()
{
//Debug.Log("NetworkDiscoveryBase OnDisable");
Shutdown();
}
void OnDestroy()
{
//Debug.Log("NetworkDiscoveryBase OnDestroy");
Shutdown();
}
void Shutdown()
{
EndpMulticastLock();
if (serverUdpClient != null)
{
try
{
serverUdpClient.Close();
}
catch (Exception)
{
// it is just close, swallow the error
}
serverUdpClient = null;
}
if (clientUdpClient != null)
{
try
{
clientUdpClient.Close();
}
catch (Exception)
{
// it is just close, swallow the error
}
clientUdpClient = null;
}
CancelInvoke();
}
#region Server
/// <summary>
/// Advertise this server in the local network
/// </summary>
public void AdvertiseServer()
{
if (!SupportedOnThisPlatform)
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
StopDiscovery();
// Setup port -- may throw exception
serverUdpClient = new UdpClient(serverBroadcastListenPort)
{
EnableBroadcast = true,
MulticastLoopback = false
};
//Debug.Log($"Discovery: Advertising Server {Dns.GetHostName()}");
// listen for client pings
_ = ServerListenAsync();
}
public async Task ServerListenAsync()
{
BeginMulticastLock();
while (true)
{
try
{
await ReceiveRequestAsync(serverUdpClient);
}
catch (ObjectDisposedException)
{
// socket has been closed
break;
}
catch (Exception) {}
}
}
async Task ReceiveRequestAsync(UdpClient udpClient)
{
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
using (NetworkReaderPooled networkReader = NetworkReaderPool.Get(udpReceiveResult.Buffer))
{
long handshake = networkReader.ReadLong();
if (handshake != secretHandshake)
{
// message is not for us
throw new ProtocolViolationException("Invalid handshake");
}
Request request = networkReader.Read<Request>();
ProcessClientRequest(request, udpReceiveResult.RemoteEndPoint);
}
}
/// <summary>
/// Reply to the client to inform it of this server
/// </summary>
/// <remarks>
/// Override if you wish to ignore server requests based on
/// custom criteria such as language, full server game mode or difficulty
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
protected virtual void ProcessClientRequest(Request request, IPEndPoint endpoint)
{
Response info = ProcessRequest(request, endpoint);
if (info == null)
return;
using (NetworkWriterPooled writer = NetworkWriterPool.Get())
{
try
{
writer.WriteLong(secretHandshake);
writer.Write(info);
ArraySegment<byte> data = writer.ToArraySegment();
// signature matches
// send response
serverUdpClient.Send(data.Array, data.Count, endpoint);
}
catch (Exception ex)
{
Debug.LogException(ex, this);
}
}
}
/// <summary>
/// Process the request from a client
/// </summary>
/// <remarks>
/// Override if you wish to provide more information to the clients
/// such as the name of the host player
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
/// <returns>The message to be sent back to the client or null</returns>
protected abstract Response ProcessRequest(Request request, IPEndPoint endpoint);
// Android Multicast fix: https://github.com/vis2k/Mirror/pull/2887
#if UNITY_ANDROID
AndroidJavaObject multicastLock;
bool hasMulticastLock;
#endif
void BeginMulticastLock()
{
#if UNITY_ANDROID
if (hasMulticastLock) return;
if (Application.platform == RuntimePlatform.Android)
{
using (AndroidJavaObject activity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<AndroidJavaObject>("currentActivity"))
{
using (var wifiManager = activity.Call<AndroidJavaObject>("getSystemService", "wifi"))
{
multicastLock = wifiManager.Call<AndroidJavaObject>("createMulticastLock", "lock");
multicastLock.Call("acquire");
hasMulticastLock = true;
}
}
}
#endif
}
void EndpMulticastLock()
{
#if UNITY_ANDROID
if (!hasMulticastLock) return;
multicastLock?.Call("release");
hasMulticastLock = false;
#endif
}
#endregion
#region Client
/// <summary>
/// Start Active Discovery
/// </summary>
public void StartDiscovery()
{
if (!SupportedOnThisPlatform)
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
StopDiscovery();
try
{
// Setup port
clientUdpClient = new UdpClient(0)
{
EnableBroadcast = true,
MulticastLoopback = false
};
}
catch (Exception)
{
// Free the port if we took it
//Debug.LogError("NetworkDiscoveryBase StartDiscovery Exception");
Shutdown();
throw;
}
_ = ClientListenAsync();
if (enableActiveDiscovery) InvokeRepeating(nameof(BroadcastDiscoveryRequest), 0, ActiveDiscoveryInterval);
}
/// <summary>
/// Stop Active Discovery
/// </summary>
public void StopDiscovery()
{
//Debug.Log("NetworkDiscoveryBase StopDiscovery");
Shutdown();
}
/// <summary>
/// Awaits for server response
/// </summary>
/// <returns>ClientListenAsync Task</returns>
public async Task ClientListenAsync()
{
// while clientUpdClient to fix:
// https://github.com/vis2k/Mirror/pull/2908
//
// If, you cancel discovery the clientUdpClient is set to null.
// However, nothing cancels ClientListenAsync. If we change the if(true)
// to check if the client is null. You can properly cancel the discovery,
// and kill the listen thread.
//
// Prior to this fix, if you cancel the discovery search. It crashes the
// thread, and is super noisy in the output. As well as causes issues on
// the quest.
while (clientUdpClient != null)
{
try
{
await ReceiveGameBroadcastAsync(clientUdpClient);
}
catch (ObjectDisposedException)
{
// socket was closed, no problem
return;
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
}
/// <summary>
/// Sends discovery request from client
/// </summary>
public void BroadcastDiscoveryRequest()
{
if (clientUdpClient == null)
return;
if (NetworkClient.isConnected)
{
StopDiscovery();
return;
}
IPEndPoint endPoint = new IPEndPoint(IPAddress.Broadcast, serverBroadcastListenPort);
if (!string.IsNullOrWhiteSpace(BroadcastAddress))
{
try
{
endPoint = new IPEndPoint(IPAddress.Parse(BroadcastAddress), serverBroadcastListenPort);
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
using (NetworkWriterPooled writer = NetworkWriterPool.Get())
{
writer.WriteLong(secretHandshake);
try
{
Request request = GetRequest();
writer.Write(request);
ArraySegment<byte> data = writer.ToArraySegment();
//Debug.Log($"Discovery: Sending BroadcastDiscoveryRequest {request}");
clientUdpClient.SendAsync(data.Array, data.Count, endPoint);
}
catch (Exception)
{
// It is ok if we can't broadcast to one of the addresses
}
}
}
/// <summary>
/// Create a message that will be broadcasted on the network to discover servers
/// </summary>
/// <remarks>
/// Override if you wish to include additional data in the discovery message
/// such as desired game mode, language, difficulty, etc... </remarks>
/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
protected virtual Request GetRequest() => default;
async Task ReceiveGameBroadcastAsync(UdpClient udpClient)
{
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
using (NetworkReaderPooled networkReader = NetworkReaderPool.Get(udpReceiveResult.Buffer))
{
if (networkReader.ReadLong() != secretHandshake)
return;
Response response = networkReader.Read<Response>();
ProcessResponse(response, udpReceiveResult.RemoteEndPoint);
}
}
/// <summary>
/// Process the answer from a server
/// </summary>
/// <remarks>
/// A client receives a reply from a server, this method processes the
/// reply and raises an event
/// </remarks>
/// <param name="response">Response that came from the server</param>
/// <param name="endpoint">Address of the server that replied</param>
protected abstract void ProcessResponse(Response response, IPEndPoint endpoint);
#endregion
}
}

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Mirror.Discovery
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/Network Discovery HUD")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
[RequireComponent(typeof(NetworkDiscovery))]
public class NetworkDiscoveryHUD : MonoBehaviour
{
readonly Dictionary<long, ServerResponse> discoveredServers = new Dictionary<long, ServerResponse>();
Vector2 scrollViewPos = Vector2.zero;
public NetworkDiscovery networkDiscovery;
#if UNITY_EDITOR
void OnValidate()
{
if (Application.isPlaying) return;
Reset();
}
void Reset()
{
networkDiscovery = GetComponent<NetworkDiscovery>();
// Add default event handler if not already present
if (!Enumerable.Range(0, networkDiscovery.OnServerFound.GetPersistentEventCount())
.Any(i => networkDiscovery.OnServerFound.GetPersistentMethodName(i) == nameof(OnDiscoveredServer)))
{
UnityEditor.Events.UnityEventTools.AddPersistentListener(networkDiscovery.OnServerFound, OnDiscoveredServer);
UnityEditor.Undo.RecordObjects(new UnityEngine.Object[] { this, networkDiscovery }, "Set NetworkDiscovery");
}
}
#endif
#if !UNITY_SERVER || UNITY_EDITOR
void OnGUI()
{
if (NetworkManager.singleton == null)
return;
if (!NetworkClient.isConnected && !NetworkServer.active && !NetworkClient.active)
DrawGUI();
if (NetworkServer.active || NetworkClient.active)
StopButtons();
}
void DrawGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 300, 500));
GUILayout.BeginHorizontal();
if (GUILayout.Button("Find Servers"))
{
discoveredServers.Clear();
networkDiscovery.StartDiscovery();
}
// LAN Host
if (GUILayout.Button("Start Host"))
{
discoveredServers.Clear();
NetworkManager.singleton.StartHost();
networkDiscovery.AdvertiseServer();
}
// Dedicated server
if (GUILayout.Button("Start Server"))
{
discoveredServers.Clear();
NetworkManager.singleton.StartServer();
networkDiscovery.AdvertiseServer();
}
GUILayout.EndHorizontal();
// show list of found server
GUILayout.Label($"Discovered Servers [{discoveredServers.Count}]:");
// servers
scrollViewPos = GUILayout.BeginScrollView(scrollViewPos);
foreach (ServerResponse info in discoveredServers.Values)
if (GUILayout.Button(info.EndPoint.Address.ToString()))
Connect(info);
GUILayout.EndScrollView();
GUILayout.EndArea();
}
void StopButtons()
{
GUILayout.BeginArea(new Rect(10, 40, 100, 25));
// stop host if host mode
if (NetworkServer.active && NetworkClient.isConnected)
{
if (GUILayout.Button("Stop Host"))
{
NetworkManager.singleton.StopHost();
networkDiscovery.StopDiscovery();
}
}
// stop client if client-only
else if (NetworkClient.isConnected)
{
if (GUILayout.Button("Stop Client"))
{
NetworkManager.singleton.StopClient();
networkDiscovery.StopDiscovery();
}
}
// stop server if server-only
else if (NetworkServer.active)
{
if (GUILayout.Button("Stop Server"))
{
NetworkManager.singleton.StopServer();
networkDiscovery.StopDiscovery();
}
}
GUILayout.EndArea();
}
#endif
void Connect(ServerResponse info)
{
networkDiscovery.StopDiscovery();
NetworkManager.singleton.StartClient(info.uri);
}
public void OnDiscoveredServer(ServerResponse info)
{
Debug.Log($"Discovered Server: {info.serverId} | {info.EndPoint} | {info.uri}");
// Note that you can check the versioning to decide if you can connect to the server or not using this method
discoveredServers[info.serverId] = info;
}
}
}

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namespace Mirror.Discovery
{
public struct ServerRequest : NetworkMessage {}
}

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using System;
using System.Net;
namespace Mirror.Discovery
{
public struct ServerResponse : NetworkMessage
{
// The server that sent this
// this is a property so that it is not serialized, but the
// client fills this up after we receive it
public IPEndPoint EndPoint { get; set; }
public Uri uri;
// Prevent duplicate server appearance when a connection can be made via LAN on multiple NICs
public long serverId;
}
}

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// People should be able to see and report errors to the developer very easily.
//
// Unity's Developer Console only works in development builds and it only shows
// errors. This class provides a console that works in all builds and also shows
// log and warnings in development builds.
//
// Note: we don't include the stack trace, because that can also be grabbed from
// the log files if needed.
//
// Note: there is no 'hide' button because we DO want people to see those errors
// and report them back to us.
//
// Note: normal Debug.Log messages can be shown by building in Debug/Development
// mode.
using UnityEngine;
using System.Collections.Generic;
namespace Mirror
{
struct LogEntry
{
public string message;
public LogType type;
public LogEntry(string message, LogType type)
{
this.message = message;
this.type = type;
}
}
public class GUIConsole : MonoBehaviour
{
public int height = 80;
public int offsetY = 40;
// only keep the recent 'n' entries. otherwise memory would grow forever
// and drawing would get slower and slower.
public int maxLogCount = 50;
// Unity Editor has the Console window, we don't need to show it there.
// unless for testing, so keep it as option.
public bool showInEditor = false;
// log as queue so we can remove the first entry easily
readonly Queue<LogEntry> log = new Queue<LogEntry>();
// hotkey to show/hide at runtime for easier debugging
// (sometimes we need to temporarily hide/show it)
// Default is BackQuote, because F keys are already assigned in browsers
[Tooltip("Hotkey to show/hide the console at runtime\nBack Quote is usually on the left above Tab\nChange with caution - F keys are generally already taken in Browsers")]
public KeyCode hotKey = KeyCode.BackQuote;
// GUI
bool visible;
Vector2 scroll = Vector2.zero;
// only show at runtime, or if showInEditor is enabled
bool show => !Application.isEditor || showInEditor;
void Awake()
{
// only show at runtime, or if showInEditor is enabled
if (show)
Application.logMessageReceived += OnLog;
}
// OnLog logs everything, even Debug.Log messages in release builds
// => this makes a lot of things easier. e.g. addon initialization logs.
// => it's really better to have than not to have those
void OnLog(string message, string stackTrace, LogType type)
{
// is this important?
// => always show exceptions & errors
// => usually a good idea to show warnings too, otherwise it's too
// easy to miss OnDeserialize warnings etc. in builds
bool isImportant = type == LogType.Error || type == LogType.Exception || type == LogType.Warning;
// use stack trace only if important
// (otherwise users would have to find and search the log file.
// seeing it in the console directly is way easier to deal with.)
// => only add \n if stack trace is available (only in debug builds)
if (isImportant && !string.IsNullOrWhiteSpace(stackTrace))
message += $"\n{stackTrace}";
// add to queue
log.Enqueue(new LogEntry(message, type));
// respect max entries
if (log.Count > maxLogCount)
log.Dequeue();
// become visible if it was important
// (no need to become visible for regular log. let the user decide.)
if (isImportant)
visible = true;
// auto scroll
scroll.y = float.MaxValue;
}
void Update()
{
if (show && Input.GetKeyDown(hotKey))
visible = !visible;
}
#if !UNITY_SERVER || UNITY_EDITOR
void OnGUI()
{
if (!visible) return;
// If this offset is changed, also change width in NetworkManagerHUD::OnGUI
int offsetX = 300 + 20;
GUILayout.BeginArea(new Rect(offsetX, offsetY, Screen.width - offsetX - 10, height));
scroll = GUILayout.BeginScrollView(scroll, "Box", GUILayout.Width(Screen.width - offsetX - 10), GUILayout.Height(height));
foreach (LogEntry entry in log)
{
if (entry.type == LogType.Error || entry.type == LogType.Exception)
GUI.color = Color.red;
else if (entry.type == LogType.Warning)
GUI.color = Color.yellow;
GUILayout.Label(entry.message);
GUI.color = Color.white;
}
GUILayout.EndScrollView();
GUILayout.EndArea();
}
#endif
}
}

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// straight forward Vector3.Distance based interest management.
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Distance/Distance Interest Management")]
public class DistanceInterestManagement : InterestManagement
{
[Tooltip("The maximum range that objects will be visible at. Add DistanceInterestManagementCustomRange onto NetworkIdentities for custom ranges.")]
public int visRange = 500;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
// cache custom ranges to avoid runtime TryGetComponent lookups
readonly Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange> CustomRanges = new Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange>();
// helper function to get vis range for a given object, or default.
[ServerCallback]
int GetVisRange(NetworkIdentity identity)
{
return CustomRanges.TryGetValue(identity, out DistanceInterestManagementCustomRange custom) ? custom.visRange : visRange;
}
[ServerCallback]
public override void ResetState()
{
lastRebuildTime = 0D;
CustomRanges.Clear();
}
public override void OnSpawned(NetworkIdentity identity)
{
if (identity.TryGetComponent(out DistanceInterestManagementCustomRange custom))
CustomRanges[identity] = custom;
}
public override void OnDestroyed(NetworkIdentity identity)
{
CustomRanges.Remove(identity);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
int range = GetVisRange(identity);
return Vector3.Distance(identity.transform.position, newObserver.identity.transform.position) < range;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
// cache range and .transform because both call GetComponent.
int range = GetVisRange(identity);
Vector3 position = identity.transform.position;
// brute force distance check
// -> only player connections can be observers, so it's enough if we
// go through all connections instead of all spawned identities.
// -> compared to UNET's sphere cast checking, this one is orders of
// magnitude faster. if we have 10k monsters and run a sphere
// cast 10k times, we will see a noticeable lag even with physics
// layers. but checking to every connection is fast.
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
// authenticated and joined world with a player?
if (conn != null && conn.isAuthenticated && conn.identity != null)
{
// check distance
if (Vector3.Distance(conn.identity.transform.position, position) < range)
{
newObservers.Add(conn);
}
}
}
}
[ServerCallback]
void LateUpdate()
{
// rebuild all spawned NetworkIdentity's observers every interval
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
}
}
}

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