map_cargo added -flok1

This commit is contained in:
flok1 2021-08-28 15:46:11 +05:30
parent b6386a1f5a
commit ea8063e2a8
579 changed files with 46775 additions and 3956 deletions

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@ -0,0 +1,783 @@
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Importing the CrossPlatformInput package adds a menu item to Unity, "CrossPlatformInput", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game.
The CrossPlatformInput sample assets contains two main sections.
1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class.
2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs.
For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager.
Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform.
The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification.
To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements.
When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected.
The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons:
GetAxis, GetAxisRaw
GetButton, GetButtonDown, GetButtonUp
Notes for coders:
This package sets two compiler define symbols. One is always set automatically, the other is optionally set from a menu item.
Importing the "CrossPlatformInput" package will automatically add a compiler define symbol, "CROSS_PLATFORM_INPUT". This enables the CrossPlatformInput functions defined in some of the other Sample Asset packages (such as the Characters, Planes, etc). Without this symbol defined, those packages use Unity's regular Input class, which means they can be imported alone and still work without the CrossPlatformInput package.
The optional define (which is set by default, but can be disabled using the "Mobile Input" menu), is "MOBILE_INPUT". This causes the MobileControlRigs to become active when a mobile build target is selected. It also enables certain mobile-specific control nuances in some of the packages, which make more sense when the character or vehicle is being controlled using mobile input (such as auto-leveling the character's look direction). This define is optional because some developers prefer to use standalone input methods instead of the Unity Remote app, when testing mobile apps in the editor's play mode.

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using System;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UnityStandardAssets.CrossPlatformInput
{
public class AxisTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
// designed to work in a pair with another axis touch button
// (typically with one having -1 and one having 1 axisValues)
public string axisName = "Horizontal"; // The name of the axis
public float axisValue = 1; // The axis that the value has
public float responseSpeed = 3; // The speed at which the axis touch button responds
public float returnToCentreSpeed = 3; // The speed at which the button will return to its centre
AxisTouchButton m_PairedWith; // Which button this one is paired with
CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input
void OnEnable()
{
if (!CrossPlatformInputManager.AxisExists(axisName))
{
// if the axis doesnt exist create a new one in cross platform input
m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_Axis);
}
else
{
m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName);
}
FindPairedButton();
}
void FindPairedButton()
{
// find the other button witch which this button should be paired
// (it should have the same axisName)
var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[];
if (otherAxisButtons != null)
{
for (int i = 0; i < otherAxisButtons.Length; i++)
{
if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this)
{
m_PairedWith = otherAxisButtons[i];
}
}
}
}
void OnDisable()
{
// The object is disabled so remove it from the cross platform input system
m_Axis.Remove();
}
public void OnPointerDown(PointerEventData data)
{
if (m_PairedWith == null)
{
FindPairedButton();
}
// update the axis and record that the button has been pressed this frame
m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime));
}
public void OnPointerUp(PointerEventData data)
{
m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime));
}
}
}

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using System;
using UnityEngine;
namespace UnityStandardAssets.CrossPlatformInput
{
public class ButtonHandler : MonoBehaviour
{
public string Name;
void OnEnable()
{
}
public void SetDownState()
{
CrossPlatformInputManager.SetButtonDown(Name);
}
public void SetUpState()
{
CrossPlatformInputManager.SetButtonUp(Name);
}
public void SetAxisPositiveState()
{
CrossPlatformInputManager.SetAxisPositive(Name);
}
public void SetAxisNeutralState()
{
CrossPlatformInputManager.SetAxisZero(Name);
}
public void SetAxisNegativeState()
{
CrossPlatformInputManager.SetAxisNegative(Name);
}
public void Update()
{
}
}
}

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using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput.PlatformSpecific;
namespace UnityStandardAssets.CrossPlatformInput
{
public static class CrossPlatformInputManager
{
public enum ActiveInputMethod
{
Hardware,
Touch
}
private static VirtualInput activeInput;
private static VirtualInput s_TouchInput;
private static VirtualInput s_HardwareInput;
static CrossPlatformInputManager()
{
s_TouchInput = new MobileInput();
s_HardwareInput = new StandaloneInput();
#if MOBILE_INPUT
activeInput = s_TouchInput;
#else
activeInput = s_HardwareInput;
#endif
}
public static void SwitchActiveInputMethod(ActiveInputMethod activeInputMethod)
{
switch (activeInputMethod)
{
case ActiveInputMethod.Hardware:
activeInput = s_HardwareInput;
break;
case ActiveInputMethod.Touch:
activeInput = s_TouchInput;
break;
}
}
public static bool AxisExists(string name)
{
return activeInput.AxisExists(name);
}
public static bool ButtonExists(string name)
{
return activeInput.ButtonExists(name);
}
public static void RegisterVirtualAxis(VirtualAxis axis)
{
activeInput.RegisterVirtualAxis(axis);
}
public static void RegisterVirtualButton(VirtualButton button)
{
activeInput.RegisterVirtualButton(button);
}
public static void UnRegisterVirtualAxis(string name)
{
if (name == null)
{
throw new ArgumentNullException("name");
}
activeInput.UnRegisterVirtualAxis(name);
}
public static void UnRegisterVirtualButton(string name)
{
activeInput.UnRegisterVirtualButton(name);
}
// returns a reference to a named virtual axis if it exists otherwise null
public static VirtualAxis VirtualAxisReference(string name)
{
return activeInput.VirtualAxisReference(name);
}
// returns the platform appropriate axis for the given name
public static float GetAxis(string name)
{
return GetAxis(name, false);
}
public static float GetAxisRaw(string name)
{
return GetAxis(name, true);
}
// private function handles both types of axis (raw and not raw)
private static float GetAxis(string name, bool raw)
{
return activeInput.GetAxis(name, raw);
}
// -- Button handling --
public static bool GetButton(string name)
{
return activeInput.GetButton(name);
}
public static bool GetButtonDown(string name)
{
return activeInput.GetButtonDown(name);
}
public static bool GetButtonUp(string name)
{
return activeInput.GetButtonUp(name);
}
public static void SetButtonDown(string name)
{
activeInput.SetButtonDown(name);
}
public static void SetButtonUp(string name)
{
activeInput.SetButtonUp(name);
}
public static void SetAxisPositive(string name)
{
activeInput.SetAxisPositive(name);
}
public static void SetAxisNegative(string name)
{
activeInput.SetAxisNegative(name);
}
public static void SetAxisZero(string name)
{
activeInput.SetAxisZero(name);
}
public static void SetAxis(string name, float value)
{
activeInput.SetAxis(name, value);
}
public static Vector3 mousePosition
{
get { return activeInput.MousePosition(); }
}
public static void SetVirtualMousePositionX(float f)
{
activeInput.SetVirtualMousePositionX(f);
}
public static void SetVirtualMousePositionY(float f)
{
activeInput.SetVirtualMousePositionY(f);
}
public static void SetVirtualMousePositionZ(float f)
{
activeInput.SetVirtualMousePositionZ(f);
}
// virtual axis and button classes - applies to mobile input
// Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation.
// Could also be implemented by other input devices - kinect, electronic sensors, etc
public class VirtualAxis
{
public string name { get; private set; }
private float m_Value;
public bool matchWithInputManager { get; private set; }
public VirtualAxis(string name)
: this(name, true)
{
}
public VirtualAxis(string name, bool matchToInputSettings)
{
this.name = name;
matchWithInputManager = matchToInputSettings;
}
// removes an axes from the cross platform input system
public void Remove()
{
UnRegisterVirtualAxis(name);
}
// a controller gameobject (eg. a virtual thumbstick) should update this class
public void Update(float value)
{
m_Value = value;
}
public float GetValue
{
get { return m_Value; }
}
public float GetValueRaw
{
get { return m_Value; }
}
}
// a controller gameobject (eg. a virtual GUI button) should call the
// 'pressed' function of this class. Other objects can then read the
// Get/Down/Up state of this button.
public class VirtualButton
{
public string name { get; private set; }
public bool matchWithInputManager { get; private set; }
private int m_LastPressedFrame = -5;
private int m_ReleasedFrame = -5;
private bool m_Pressed;
public VirtualButton(string name)
: this(name, true)
{
}
public VirtualButton(string name, bool matchToInputSettings)
{
this.name = name;
matchWithInputManager = matchToInputSettings;
}
// A controller gameobject should call this function when the button is pressed down
public void Pressed()
{
if (m_Pressed)
{
return;
}
m_Pressed = true;
m_LastPressedFrame = Time.frameCount;
}
// A controller gameobject should call this function when the button is released
public void Released()
{
m_Pressed = false;
m_ReleasedFrame = Time.frameCount;
}
// the controller gameobject should call Remove when the button is destroyed or disabled
public void Remove()
{
UnRegisterVirtualButton(name);
}
// these are the states of the button which can be read via the cross platform input system
public bool GetButton
{
get { return m_Pressed; }
}
public bool GetButtonDown
{
get
{
return m_LastPressedFrame - Time.frameCount == -1;
}
}
public bool GetButtonUp
{
get
{
return (m_ReleasedFrame == Time.frameCount - 1);
}
}
}
}
}

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using System;
using UnityEngine;
namespace UnityStandardAssets.CrossPlatformInput
{
public class InputAxisScrollbar : MonoBehaviour
{
public string axis;
void Update() { }
public void HandleInput(float value)
{
CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f);
}
}
}

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using System;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UnityStandardAssets.CrossPlatformInput
{
public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
{
public enum AxisOption
{
// Options for which axes to use
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
public int MovementRange = 100;
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
Vector3 m_StartPos;
bool m_UseX; // Toggle for using the x axis
bool m_UseY; // Toggle for using the Y axis
CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
void OnEnable()
{
CreateVirtualAxes();
}
void Start()
{
m_StartPos = transform.position;
}
void UpdateVirtualAxes(Vector3 value)
{
var delta = m_StartPos - value;
delta.y = -delta.y;
delta /= MovementRange;
if (m_UseX)
{
m_HorizontalVirtualAxis.Update(-delta.x);
}
if (m_UseY)
{
m_VerticalVirtualAxis.Update(delta.y);
}
}
void CreateVirtualAxes()
{
// set axes to use
m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (m_UseX)
{
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
public void OnDrag(PointerEventData data)
{
Vector3 newPos = Vector3.zero;
if (m_UseX)
{
int delta = (int)(data.position.x - m_StartPos.x);
delta = Mathf.Clamp(delta, - MovementRange, MovementRange);
newPos.x = delta;
}
if (m_UseY)
{
int delta = (int)(data.position.y - m_StartPos.y);
delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
newPos.y = delta;
}
transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
UpdateVirtualAxes(transform.position);
}
public void OnPointerUp(PointerEventData data)
{
transform.position = m_StartPos;
UpdateVirtualAxes(m_StartPos);
}
public void OnPointerDown(PointerEventData data) { }
void OnDisable()
{
// remove the joysticks from the cross platform input
if (m_UseX)
{
m_HorizontalVirtualAxis.Remove();
}
if (m_UseY)
{
m_VerticalVirtualAxis.Remove();
}
}
}
}

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using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace UnityStandardAssets.CrossPlatformInput
{
[ExecuteInEditMode]
public class MobileControlRig : MonoBehaviour
#if UNITY_EDITOR
, UnityEditor.Build.IActiveBuildTargetChanged
#endif
{
// this script enables or disables the child objects of a control rig
// depending on whether the USE_MOBILE_INPUT define is declared.
// This define is set or unset by a menu item that is included with
// the Cross Platform Input package.
#if !UNITY_EDITOR
void OnEnable()
{
CheckEnableControlRig();
}
#else
public int callbackOrder
{
get
{
return 1;
}
}
#endif
private void Start()
{
#if UNITY_EDITOR
if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play
#endif
{
UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType<UnityEngine.EventSystems.EventSystem>();
if (system == null)
{//the scene have no event system, spawn one
GameObject o = new GameObject("EventSystem");
o.AddComponent<UnityEngine.EventSystems.EventSystem>();
o.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>();
}
}
}
#if UNITY_EDITOR
private void OnEnable()
{
EditorApplication.update += Update;
}
private void OnDisable()
{
EditorApplication.update -= Update;
}
private void Update()
{
CheckEnableControlRig();
}
#endif
private void CheckEnableControlRig()
{
#if MOBILE_INPUT
EnableControlRig(true);
#else
EnableControlRig(false);
#endif
}
private void EnableControlRig(bool enabled)
{
foreach (Transform t in transform)
{
t.gameObject.SetActive(enabled);
}
}
#if UNITY_EDITOR
public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
{
CheckEnableControlRig();
}
#endif
}
}

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using System;
using UnityEngine;
namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific
{
public class MobileInput : VirtualInput
{
private void AddButton(string name)
{
// we have not registered this button yet so add it, happens in the constructor
CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name));
}
private void AddAxes(string name)
{
// we have not registered this button yet so add it, happens in the constructor
CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name));
}
public override float GetAxis(string name, bool raw)
{
if (!m_VirtualAxes.ContainsKey(name))
{
AddAxes(name);
}
return m_VirtualAxes[name].GetValue;
}
public override void SetButtonDown(string name)
{
if (!m_VirtualButtons.ContainsKey(name))
{
AddButton(name);
}
m_VirtualButtons[name].Pressed();
}
public override void SetButtonUp(string name)
{
if (!m_VirtualButtons.ContainsKey(name))
{
AddButton(name);
}
m_VirtualButtons[name].Released();
}
public override void SetAxisPositive(string name)
{
if (!m_VirtualAxes.ContainsKey(name))
{
AddAxes(name);
}
m_VirtualAxes[name].Update(1f);
}
public override void SetAxisNegative(string name)
{
if (!m_VirtualAxes.ContainsKey(name))
{
AddAxes(name);
}
m_VirtualAxes[name].Update(-1f);
}
public override void SetAxisZero(string name)
{
if (!m_VirtualAxes.ContainsKey(name))
{
AddAxes(name);
}
m_VirtualAxes[name].Update(0f);
}
public override void SetAxis(string name, float value)
{
if (!m_VirtualAxes.ContainsKey(name))
{
AddAxes(name);
}
m_VirtualAxes[name].Update(value);
}
public override bool GetButtonDown(string name)
{
if (m_VirtualButtons.ContainsKey(name))
{
return m_VirtualButtons[name].GetButtonDown;
}
AddButton(name);
return m_VirtualButtons[name].GetButtonDown;
}
public override bool GetButtonUp(string name)
{
if (m_VirtualButtons.ContainsKey(name))
{
return m_VirtualButtons[name].GetButtonUp;
}
AddButton(name);
return m_VirtualButtons[name].GetButtonUp;
}
public override bool GetButton(string name)
{
if (m_VirtualButtons.ContainsKey(name))
{
return m_VirtualButtons[name].GetButton;
}
AddButton(name);
return m_VirtualButtons[name].GetButton;
}
public override Vector3 MousePosition()
{
return virtualMousePosition;
}
}
}

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using System;
using UnityEngine;
namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific
{
public class StandaloneInput : VirtualInput
{
public override float GetAxis(string name, bool raw)
{
return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name);
}
public override bool GetButton(string name)
{
return Input.GetButton(name);
}
public override bool GetButtonDown(string name)
{
return Input.GetButtonDown(name);
}
public override bool GetButtonUp(string name)
{
return Input.GetButtonUp(name);
}
public override void SetButtonDown(string name)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override void SetButtonUp(string name)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override void SetAxisPositive(string name)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override void SetAxisNegative(string name)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override void SetAxisZero(string name)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override void SetAxis(string name, float value)
{
throw new Exception(
" This is not possible to be called for standalone input. Please check your platform and code where this is called");
}
public override Vector3 MousePosition()
{
return Input.mousePosition;
}
}
}

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using System;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityStandardAssets.CrossPlatformInput
{
// helps with managing tilt input on mobile devices
public class TiltInput : MonoBehaviour
{
// options for the various orientations
public enum AxisOptions
{
ForwardAxis,
SidewaysAxis,
}
[Serializable]
public class AxisMapping
{
public enum MappingType
{
NamedAxis,
MousePositionX,
MousePositionY,
MousePositionZ
};
public MappingType type;
public string axisName;
}
public AxisMapping mapping;
public AxisOptions tiltAroundAxis = AxisOptions.ForwardAxis;
public float fullTiltAngle = 25;
public float centreAngleOffset = 0;
private CrossPlatformInputManager.VirtualAxis m_SteerAxis;
private void OnEnable()
{
if (mapping.type == AxisMapping.MappingType.NamedAxis)
{
m_SteerAxis = new CrossPlatformInputManager.VirtualAxis(mapping.axisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_SteerAxis);
}
}
private void Update()
{
float angle = 0;
if (Input.acceleration != Vector3.zero)
{
switch (tiltAroundAxis)
{
case AxisOptions.ForwardAxis:
angle = Mathf.Atan2(Input.acceleration.x, -Input.acceleration.y)*Mathf.Rad2Deg +
centreAngleOffset;
break;
case AxisOptions.SidewaysAxis:
angle = Mathf.Atan2(Input.acceleration.z, -Input.acceleration.y)*Mathf.Rad2Deg +
centreAngleOffset;
break;
}
}
float axisValue = Mathf.InverseLerp(-fullTiltAngle, fullTiltAngle, angle)*2 - 1;
switch (mapping.type)
{
case AxisMapping.MappingType.NamedAxis:
m_SteerAxis.Update(axisValue);
break;
case AxisMapping.MappingType.MousePositionX:
CrossPlatformInputManager.SetVirtualMousePositionX(axisValue*Screen.width);
break;
case AxisMapping.MappingType.MousePositionY:
CrossPlatformInputManager.SetVirtualMousePositionY(axisValue*Screen.width);
break;
case AxisMapping.MappingType.MousePositionZ:
CrossPlatformInputManager.SetVirtualMousePositionZ(axisValue*Screen.width);
break;
}
}
private void OnDisable()
{
m_SteerAxis.Remove();
}
}
}
namespace UnityStandardAssets.CrossPlatformInput.Inspector
{
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof (TiltInput.AxisMapping))]
public class TiltInputAxisStylePropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
float x = position.x;
float y = position.y;
float inspectorWidth = position.width;
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
var props = new[] {"type", "axisName"};
var widths = new[] {.4f, .6f};
if (property.FindPropertyRelative("type").enumValueIndex > 0)
{
// hide name if not a named axis
props = new[] {"type"};
widths = new[] {1f};
}
const float lineHeight = 18;
for (int n = 0; n < props.Length; ++n)
{
float w = widths[n]*inspectorWidth;
// Calculate rects
Rect rect = new Rect(x, y, w, lineHeight);
x += w;
EditorGUI.PropertyField(rect, property.FindPropertyRelative(props[n]), GUIContent.none);
}
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
}
#endif
}

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using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UnityStandardAssets.CrossPlatformInput
{
[RequireComponent(typeof(Image))]
public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
// Options for which axes to use
public enum AxisOption
{
Both, // Use both
OnlyHorizontal, // Only horizontal
OnlyVertical // Only vertical
}
public enum ControlStyle
{
Absolute, // operates from teh center of the image
Relative, // operates from the center of the initial touch
Swipe, // swipe to touch touch no maintained center
}
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use
public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
public float Xsensitivity = 1f;
public float Ysensitivity = 1f;
Vector3 m_StartPos;
Vector2 m_PreviousDelta;
Vector3 m_JoytickOutput;
bool m_UseX; // Toggle for using the x axis
bool m_UseY; // Toggle for using the Y axis
CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
bool m_Dragging;
int m_Id = -1;
Vector2 m_PreviousTouchPos; // swipe style control touch
#if !UNITY_EDITOR
private Vector3 m_Center;
private Image m_Image;
#else
Vector3 m_PreviousMouse;
#endif
void OnEnable()
{
CreateVirtualAxes();
}
void Start()
{
#if !UNITY_EDITOR
m_Image = GetComponent<Image>();
m_Center = m_Image.transform.position;
#endif
}
void CreateVirtualAxes()
{
// set axes to use
m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (m_UseX)
{
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
void UpdateVirtualAxes(Vector3 value)
{
value = value.normalized;
if (m_UseX)
{
m_HorizontalVirtualAxis.Update(value.x);
}
if (m_UseY)
{
m_VerticalVirtualAxis.Update(value.y);
}
}
public void OnPointerDown(PointerEventData data)
{
m_Dragging = true;
m_Id = data.pointerId;
#if !UNITY_EDITOR
if (controlStyle != ControlStyle.Absolute )
m_Center = data.position;
#endif
}
void Update()
{
if (!m_Dragging)
{
return;
}
if (Input.touchCount >= m_Id + 1 && m_Id != -1)
{
#if !UNITY_EDITOR
if (controlStyle == ControlStyle.Swipe)
{
m_Center = m_PreviousTouchPos;
m_PreviousTouchPos = Input.touches[m_Id].position;
}
Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized;
pointerDelta.x *= Xsensitivity;
pointerDelta.y *= Ysensitivity;
#else
Vector2 pointerDelta;
pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x;
pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y;
m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f);
#endif
UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0));
}
}
public void OnPointerUp(PointerEventData data)
{
m_Dragging = false;
m_Id = -1;
UpdateVirtualAxes(Vector3.zero);
}
void OnDisable()
{
if (CrossPlatformInputManager.AxisExists(horizontalAxisName))
CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);
if (CrossPlatformInputManager.AxisExists(verticalAxisName))
CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityStandardAssets.CrossPlatformInput
{
public abstract class VirtualInput
{
public Vector3 virtualMousePosition { get; private set; }
protected Dictionary<string, CrossPlatformInputManager.VirtualAxis> m_VirtualAxes =
new Dictionary<string, CrossPlatformInputManager.VirtualAxis>();
// Dictionary to store the name relating to the virtual axes
protected Dictionary<string, CrossPlatformInputManager.VirtualButton> m_VirtualButtons =
new Dictionary<string, CrossPlatformInputManager.VirtualButton>();
protected List<string> m_AlwaysUseVirtual = new List<string>();
// list of the axis and button names that have been flagged to always use a virtual axis or button
public bool AxisExists(string name)
{
return m_VirtualAxes.ContainsKey(name);
}
public bool ButtonExists(string name)
{
return m_VirtualButtons.ContainsKey(name);
}
public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis)
{
// check if we already have an axis with that name and log and error if we do
if (m_VirtualAxes.ContainsKey(axis.name))
{
Debug.LogError("There is already a virtual axis named " + axis.name + " registered.");
}
else
{
// add any new axes
m_VirtualAxes.Add(axis.name, axis);
// if we dont want to match with the input manager setting then revert to always using virtual
if (!axis.matchWithInputManager)
{
m_AlwaysUseVirtual.Add(axis.name);
}
}
}
public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button)
{
// check if already have a buttin with that name and log an error if we do
if (m_VirtualButtons.ContainsKey(button.name))
{
Debug.LogError("There is already a virtual button named " + button.name + " registered.");
}
else
{
// add any new buttons
m_VirtualButtons.Add(button.name, button);
// if we dont want to match to the input manager then always use a virtual axis
if (!button.matchWithInputManager)
{
m_AlwaysUseVirtual.Add(button.name);
}
}
}
public void UnRegisterVirtualAxis(string name)
{
// if we have an axis with that name then remove it from our dictionary of registered axes
if (m_VirtualAxes.ContainsKey(name))
{
m_VirtualAxes.Remove(name);
}
}
public void UnRegisterVirtualButton(string name)
{
// if we have a button with this name then remove it from our dictionary of registered buttons
if (m_VirtualButtons.ContainsKey(name))
{
m_VirtualButtons.Remove(name);
}
}
// returns a reference to a named virtual axis if it exists otherwise null
public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name)
{
return m_VirtualAxes.ContainsKey(name) ? m_VirtualAxes[name] : null;
}
public void SetVirtualMousePositionX(float f)
{
virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z);
}
public void SetVirtualMousePositionY(float f)
{
virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z);
}
public void SetVirtualMousePositionZ(float f)
{
virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f);
}
public abstract float GetAxis(string name, bool raw);
public abstract bool GetButton(string name);
public abstract bool GetButtonDown(string name);
public abstract bool GetButtonUp(string name);
public abstract void SetButtonDown(string name);
public abstract void SetButtonUp(string name);
public abstract void SetAxisPositive(string name);
public abstract void SetAxisNegative(string name);
public abstract void SetAxisZero(string name);
public abstract void SetAxis(string name, float value);
public abstract Vector3 MousePosition();
}
}

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using System;
using System.Collections.Generic;
using UnityEditor;
namespace UnityStandardAssets.CrossPlatformInput.Inspector
{
[InitializeOnLoad]
public class CrossPlatformInitialize
{
// Custom compiler defines:
//
// CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions.
// EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app).
// MOBILE_INPUT : denotes that mobile input should be used right now!
static CrossPlatformInitialize()
{
var defines = GetDefinesList(buildTargetGroups[0]);
if (!defines.Contains("CROSS_PLATFORM_INPUT"))
{
SetEnabled("CROSS_PLATFORM_INPUT", true, false);
SetEnabled("MOBILE_INPUT", true, true);
}
}
[MenuItem("Mobile Input/Enable")]
private static void Enable()
{
SetEnabled("MOBILE_INPUT", true, true);
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.Android:
case BuildTarget.iOS:
case BuildTarget.WSAPlayer:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
"OK");
break;
default:
EditorUtility.DisplayDialog("Mobile Input",
"You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
"OK");
break;
}
}
[MenuItem("Mobile Input/Enable", true)]
private static bool EnableValidate()
{
var defines = GetDefinesList(mobileBuildTargetGroups[0]);
return !defines.Contains("MOBILE_INPUT");
}
[MenuItem("Mobile Input/Disable")]
private static void Disable()
{
SetEnabled("MOBILE_INPUT", false, true);
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.Android:
case BuildTarget.iOS:
EditorUtility.DisplayDialog("Mobile Input",
"You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
"OK");
break;
}
}
[MenuItem("Mobile Input/Disable", true)]
private static bool DisableValidate()
{
var defines = GetDefinesList(mobileBuildTargetGroups[0]);
return defines.Contains("MOBILE_INPUT");
}
private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Standalone,
BuildTargetGroup.Android,
BuildTargetGroup.iOS
};
private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
{
BuildTargetGroup.Android,
BuildTargetGroup.iOS,
BuildTargetGroup.WSA
};
private static void SetEnabled(string defineName, bool enable, bool mobile)
{
//Debug.Log("setting "+defineName+" to "+enable);
foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
{
var defines = GetDefinesList(group);
if (enable)
{
if (defines.Contains(defineName))
{
return;
}
defines.Add(defineName);
}
else
{
if (!defines.Contains(defineName))
{
return;
}
while (defines.Contains(defineName))
{
defines.Remove(defineName);
}
}
string definesString = string.Join(";", defines.ToArray());
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
}
}
private static List<string> GetDefinesList(BuildTargetGroup group)
{
return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
}
}
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using UnityEngine;
using System;
using UnityEditor;
namespace UnityStandardAssets.Water
{
[CustomEditor(typeof(GerstnerDisplace))]
public class GerstnerDisplaceEditor : Editor
{
private SerializedObject serObj;
public void OnEnable()
{
serObj = new SerializedObject(target);
}
public override void OnInspectorGUI()
{
serObj.Update();
GameObject go = ((GerstnerDisplace)serObj.targetObject).gameObject;
WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase));
Material sharedWaterMaterial = wb.sharedMaterial;
GUILayout.Label("Animates vertices using up 4 generated waves", EditorStyles.miniBoldLabel);
if (sharedWaterMaterial)
{
Vector4 amplitude = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial);
Vector4 frequency = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial);
Vector4 steepness = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial);
Vector4 speed = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial);
Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial);
Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial);
amplitude = EditorGUILayout.Vector4Field("Amplitude (Height offset)", amplitude);
frequency = EditorGUILayout.Vector4Field("Frequency (Tiling)", frequency);
steepness = EditorGUILayout.Vector4Field("Steepness", steepness);
speed = EditorGUILayout.Vector4Field("Speed", speed);
directionAB = EditorGUILayout.Vector4Field("Direction scale (Wave 1 (X,Y) and 2 (Z,W))", directionAB);
directionCD = EditorGUILayout.Vector4Field("Direction scale (Wave 3 (X,Y) and 4 (Z,W))", directionCD);
if (GUI.changed)
{
WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial);
}
/*
Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial);
Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial);
float firstTilingU = animationTiling.x*100.0F;
float firstTilingV = animationTiling.y*100.0F;
float firstDirectionU = animationDirection.x;
float firstDirectionV = animationDirection.y;
float secondTilingU = animationTiling.z*100.0F;
float secondTilingV = animationTiling.w*100.0F;
float secondDirectionU = animationDirection.z;
float secondDirectionV = animationDirection.w;
EditorGUILayout.BeginHorizontal ();
firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU);
firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU);
secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU);
firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV);
EditorGUILayout.EndHorizontal ();
EditorGUILayout.BeginHorizontal ();
secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU);
secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV);
EditorGUILayout.EndHorizontal ();
animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV);
animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F);
WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial);
WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial);
EditorGUILayout.Separator ();
GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel);
float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial);
heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F);
WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial);
*/
}
serObj.ApplyModifiedProperties();
}
}
}

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fileFormatVersion: 2
guid: 1dfa22e5547fb4a4585ba225887d89dd
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}

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using UnityEngine;
using UnityEditor;
namespace UnityStandardAssets.Water
{
[CustomEditor(typeof(PlanarReflection))]
public class PlanarReflectionEditor : Editor
{
private SerializedObject serObj;
//private SerializedProperty wavesFrequency;
// reflection
private SerializedProperty reflectionMask;
private SerializedProperty reflectSkybox;
private SerializedProperty clearColor;
bool showKidsWithReflectionHint = false;
public void OnEnable()
{
serObj = new SerializedObject(target);
reflectionMask = serObj.FindProperty("reflectionMask");
reflectSkybox = serObj.FindProperty("reflectSkybox");
clearColor = serObj.FindProperty("clearColor");
}
public override void OnInspectorGUI()
{
GUILayout.Label("Render planar reflections and use GrabPass for refractions", EditorStyles.miniBoldLabel);
serObj.Update();
EditorGUILayout.PropertyField(reflectionMask, new GUIContent("Reflection layers"));
EditorGUILayout.PropertyField(reflectSkybox, new GUIContent("Use skybox"));
EditorGUILayout.PropertyField(clearColor, new GUIContent("Clear color"));
showKidsWithReflectionHint = EditorGUILayout.BeginToggleGroup("Show all tiles", showKidsWithReflectionHint);
if (showKidsWithReflectionHint)
{
int i = 0;
foreach (Transform t in ((PlanarReflection)target).transform)
{
if (t.GetComponent<WaterTile>())
{
if (i % 2 == 0)
EditorGUILayout.BeginHorizontal();
EditorGUILayout.ObjectField(t, typeof(Transform), true);
if (i % 2 == 1)
EditorGUILayout.EndHorizontal();
i = (i + 1) % 2;
}
}
if (i > 0)
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndToggleGroup();
serObj.ApplyModifiedProperties();
}
}
}

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fileFormatVersion: 2
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MonoImporter:
serializedVersion: 2
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executionOrder: 0
icon: {instanceID: 0}

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@ -0,0 +1,52 @@
using UnityEngine;
using UnityEditor;
namespace UnityStandardAssets.Water
{
[CustomEditor(typeof(SpecularLighting))]
public class SpecularLightingEditor : Editor
{
private SerializedObject serObj;
private SerializedProperty specularLight;
public void OnEnable()
{
serObj = new SerializedObject(target);
specularLight = serObj.FindProperty("specularLight");
}
public override void OnInspectorGUI()
{
serObj.Update();
GameObject go = ((SpecularLighting)serObj.targetObject).gameObject;
WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase));
if (!wb.sharedMaterial)
return;
if (wb.sharedMaterial.HasProperty("_WorldLightDir"))
{
GUILayout.Label("Transform casting specular highlights", EditorStyles.miniBoldLabel);
EditorGUILayout.PropertyField(specularLight, new GUIContent("Specular light"));
if (wb.sharedMaterial.HasProperty("_SpecularColor"))
WaterEditorUtility.SetMaterialColor(
"_SpecularColor",
EditorGUILayout.ColorField("Specular",
WaterEditorUtility.GetMaterialColor("_SpecularColor", wb.sharedMaterial)),
wb.sharedMaterial);
if (wb.sharedMaterial.HasProperty("_Shininess"))
WaterEditorUtility.SetMaterialFloat("_Shininess", EditorGUILayout.Slider(
"Specular power",
WaterEditorUtility.GetMaterialFloat("_Shininess", wb.sharedMaterial),
0.0F, 500.0F), wb.sharedMaterial);
}
else
GUILayout.Label("The shader doesn't have the needed _WorldLightDir property.", EditorStyles.miniBoldLabel);
serObj.ApplyModifiedProperties();
}
}
}

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fileFormatVersion: 2
guid: 33f51eb21122c4ca6a199d561065ae30
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}

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using UnityEngine;
using UnityEditor;
namespace UnityStandardAssets.Water
{
[CustomEditor(typeof(WaterBase))]
public class WaterBaseEditor : Editor
{
public GameObject oceanBase;
private WaterBase waterBase;
private Material oceanMaterial = null;
private SerializedObject serObj;
private SerializedProperty sharedMaterial;
public SerializedProperty waterQuality;
public SerializedProperty edgeBlend;
public void OnEnable()
{
serObj = new SerializedObject(target);
sharedMaterial = serObj.FindProperty("sharedMaterial");
waterQuality = serObj.FindProperty("waterQuality");
edgeBlend = serObj.FindProperty("edgeBlend");
}
public override void OnInspectorGUI()
{
serObj.Update();
waterBase = (WaterBase)serObj.targetObject;
oceanBase = ((WaterBase)serObj.targetObject).gameObject;
if (!oceanBase)
return;
GUILayout.Label("This script helps adjusting water material properties", EditorStyles.miniBoldLabel);
EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material"));
oceanMaterial = (Material)sharedMaterial.objectReferenceValue;
if (!oceanMaterial)
{
sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform);
serObj.ApplyModifiedProperties();
oceanMaterial = (Material)sharedMaterial.objectReferenceValue;
if (!oceanMaterial)
return;
}
EditorGUILayout.Separator();
GUILayout.Label("Overall Quality", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality"));
EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?"));
if (waterQuality.intValue > (int)WaterQuality.Low)
EditorGUILayout.HelpBox("Water features not supported", MessageType.Warning);
if (edgeBlend.boolValue && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
EditorGUILayout.HelpBox("Edge blend not supported", MessageType.Warning);
EditorGUILayout.Separator();
bool hasShore = oceanMaterial.HasProperty("_ShoreTex");
GUILayout.Label("Main Colors", EditorStyles.boldLabel);
GUILayout.Label("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel);
WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial);
WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial);
EditorGUILayout.Separator();
GUILayout.Label("Main Textures", EditorStyles.boldLabel);
GUILayout.Label("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel);
WaterEditorUtility.SetMaterialTexture("_BumpMap", (Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
if (hasShore)
WaterEditorUtility.SetMaterialTexture("_ShoreTex", (Texture)EditorGUILayout.ObjectField("Shore & Foam", WaterEditorUtility.GetMaterialTexture("_ShoreTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
Vector4 animationTiling;
Vector4 animationDirection;
Vector2 firstTiling;
Vector2 secondTiling;
Vector2 firstDirection;
Vector2 secondDirection;
animationTiling = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial);
animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial);
firstTiling = new Vector2(animationTiling.x * 100.0F, animationTiling.y * 100.0F);
secondTiling = new Vector2(animationTiling.z * 100.0F, animationTiling.w * 100.0F);
firstTiling = EditorGUILayout.Vector2Field("Tiling 1", firstTiling);
secondTiling = EditorGUILayout.Vector2Field("Tiling 2", secondTiling);
//firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x);
//firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y);
//secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x);
//secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y);
firstDirection = new Vector2(animationDirection.x, animationDirection.y);
secondDirection = new Vector2(animationDirection.z, animationDirection.w);
//firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x);
//firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y);
//secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x);
//secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y);
firstDirection = EditorGUILayout.Vector2Field("Direction 1", firstDirection);
secondDirection = EditorGUILayout.Vector2Field("Direction 2", secondDirection);
animationTiling = new Vector4(firstTiling.x / 100.0F, firstTiling.y / 100.0F, secondTiling.x / 100.0F, secondTiling.y / 100.0F);
animationDirection = new Vector4(firstDirection.x, firstDirection.y, secondDirection.x, secondDirection.y);
WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial);
WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial);
Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial);
Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial);
EditorGUILayout.Separator();
GUILayout.Label("Normals", EditorStyles.boldLabel);
GUILayout.Label("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel);
float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial);
gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F);
WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial);
displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F);
displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F);
// fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f);
EditorGUILayout.Separator();
GUILayout.Label("Fresnel", EditorStyles.boldLabel);
GUILayout.Label("Defines reflection to refraction relation", EditorStyles.miniBoldLabel);
if (!oceanMaterial.HasProperty("_Fresnel"))
{
if (oceanMaterial.HasProperty("_FresnelScale"))
{
float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F);
WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial);
}
displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F);
displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F);
}
else
{
Texture fresnelTex = (Texture)EditorGUILayout.ObjectField(
"Ramp",
(Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel",
oceanMaterial),
typeof(Texture),
false);
WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial);
}
EditorGUILayout.Separator();
WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial);
if (edgeBlend.boolValue)
{
GUILayout.Label("Fading", EditorStyles.boldLabel);
fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.001f, 3.0f);
if (hasShore)
fade.y = EditorGUILayout.Slider("Shore fade", fade.y, 0.001f, 3.0f);
fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f);
WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial);
}
EditorGUILayout.Separator();
if (oceanMaterial.HasProperty("_Foam"))
{
GUILayout.Label("Foam", EditorStyles.boldLabel);
Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial);
foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F);
foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F);
WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial);
}
serObj.ApplyModifiedProperties();
}
}
}

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fileFormatVersion: 2
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MonoImporter:
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using UnityEngine;
using UnityEditor;
class WaterEditorUtility
{
// helper functions to retrieve & set material values
public static float GetMaterialFloat(System.String name, Material mat) {
return mat.GetFloat(name);
}
public static void SetMaterialFloat(System.String name, float f, Material mat) {
mat.SetFloat(name, f);
}
public static Color GetMaterialColor(System.String name, Material mat) {
return mat.GetColor(name);
}
public static void SetMaterialColor(System.String name, Color color, Material mat) {
mat.SetColor(name, color);
}
public static Vector4 GetMaterialVector(System.String name, Material mat) {
return mat.GetVector(name);
}
public static void SetMaterialVector(System.String name, Vector4 vector, Material mat) {
mat.SetVector(name, vector);
}
public static Texture GetMaterialTexture(System.String theName, Material mat) {
return mat.GetTexture(theName);
}
public static void SetMaterialTexture(System.String theName, Texture parameter, Material mat) {
mat.SetTexture(theName, parameter);
}
public static Material LocateValidWaterMaterial(Transform parent)
{
if(parent.GetComponent<Renderer>() && parent.GetComponent<Renderer>().sharedMaterial)
return parent.GetComponent<Renderer>().sharedMaterial;
foreach( Transform t in parent)
{
if(t.GetComponent<Renderer>() && t.GetComponent<Renderer>().sharedMaterial)
return t.GetComponent<Renderer>().sharedMaterial;
}
return null;
}
public static void CurveGui (System.String name, SerializedObject serObj, Color color)
{
AnimationCurve curve = new AnimationCurve(new Keyframe(0, 0.0f, 1.0f, 1.0f), new Keyframe(1, 1.0f, 1.0f, 1.0f));
curve = EditorGUILayout.CurveField(new GUIContent (name), curve, color, new Rect (0.0f,0.0f,1.0f,1.0f));
//if (GUI.changed) {
// AnimationCurveChanged(((WaterBase)serObj.targetObject).sharedMaterial, curve);
//((WaterBase)serObj.targetObject).gameObject.SendMessage ("AnimationCurveChanged", SendMessageOptions.DontRequireReceiver);
//}
}
/*
public static void AnimationCurveChanged(Material sharedMaterial, AnimationCurve fresnelCurve)
{
Debug.Log("AnimationCurveChanged");
Texture2D fresnel = (Texture2D)sharedMaterial.GetTexture("_Fresnel");
if(!fresnel)
fresnel = new Texture2D(256,1);
for (int i = 0; i < 256; i++)
{
float val = Mathf.Clamp01(fresnelCurve.Evaluate((float)i)/255.0f);
Debug.Log(""+(((float)i)/255.0f) +": "+val);
fresnel.SetPixel(i, 0, new Color(val,val,val,val));
}
fresnel.Apply();
sharedMaterial.SetTexture("_Fresnel", fresnel);
} */
}

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fileIDToRecycleName: {}
serializedVersion: 2
mipmaps:
mipMapMode: 0
enableMipMap: 1
linearTexture: 0
correctGamma: 0
fadeOut: 0
borderMipMap: 0
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: .25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 0
cubemapConvolution: 0
cubemapConvolutionSteps: 8
cubemapConvolutionExponent: 1.5
seamlessCubemap: 0
textureFormat: -1
maxTextureSize: 1024
textureSettings:
filterMode: -1
aniso: -1
mipBias: -1
wrapMode: -1
nPOTScale: 1
lightmap: 0
rGBM: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
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spritePivot: {x: .5, y: .5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
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textureType: -1
buildTargetSettings: []
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