PSVita 完整程序运行基线 归档
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namespace AxibugCom { public class AxiCanvasScaler : UnityEngine.UI.CanvasScaler {} }
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AxibugEmuOnline.Client.PSVita/Assets/AxiCom/AxiImage.cs
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AxibugEmuOnline.Client.PSVita/Assets/AxiCom/AxiImage.cs
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namespace AxibugCom { public class AxiImage : UnityEngine.UI.Image {} }
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11
AxibugEmuOnline.Client.PSVita/Assets/AxiCom/AxiImage.cs.meta
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AxibugEmuOnline.Client.PSVita/Assets/AxiCom/AxiImage.cs.meta
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namespace AxibugCom { public class AxiInputField : UnityEngine.UI.InputField {} }
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namespace AxibugCom { public class AxiLayoutElement : UnityEngine.UI.LayoutElement {} }
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namespace AxibugCom { public class AxiRawImage : UnityEngine.UI.RawImage {} }
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AxibugEmuOnline.Client.PSVita/Assets/AxiCom/AxiShadow.cs
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AxibugEmuOnline.Client.PSVita/Assets/AxiCom/AxiShadow.cs
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namespace AxibugCom { public class AxiShadow : UnityEngine.UI.Shadow {} }
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AxibugEmuOnline.Client.PSVita/Assets/AxiCom/AxiSlider.cs
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AxibugEmuOnline.Client.PSVita/Assets/AxiCom/AxiSlider.cs
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AxibugEmuOnline.Client.PSVita/Assets/AxiCom/AxiText.cs
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namespace AxibugCom { public class AxiText : UnityEngine.UI.Text {} }
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AxibugEmuOnline.Client.PSVita/Assets/AxiCom/AxiText.cs.meta
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AxibugEmuOnline.Client.PSVita/Assets/AxiComToolCache.asset
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2109
AxibugEmuOnline.Client.PSVita/Assets/AxiPSVita/AxiPSVita.unity
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2109
AxibugEmuOnline.Client.PSVita/Assets/AxiPSVita/AxiPSVita.unity
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123
AxibugEmuOnline.Client.PSVita/Assets/AxiPSVita/PSVLauncher.cs
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AxibugEmuOnline.Client.PSVita/Assets/AxiPSVita/PSVLauncher.cs
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using AxibugEmuOnline.Client.ClientCore;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using static AxibugEmuOnline.Client.HttpAPI;
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public class PSVLauncher : MonoBehaviour
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{
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public UnityEngine.UI.Button btnInfo;
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public UnityEngine.UI.Button InitAPP;
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public UnityEngine.UI.Button btnHttpTest;
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public UnityEngine.UI.Button btnHttpTest10;
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public UnityEngine.UI.Button btnTaskTest;
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public UnityEngine.UI.Button btnTaskTest2;
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public UnityEngine.UI.Button btnPSVHUD;
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public UnityEngine.UI.Button btnStart;
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void Awake()
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{
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DontDestroyOnLoad(this);
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btnInfo.onClick.AddListener(() =>
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{
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Debug.Log($"SystemInfo.deviceUniqueIdentifier ->" + SystemInfo.deviceUniqueIdentifier);
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Debug.Log($"systemLanguage ->" + UnityEngine.PSVita.Utility.systemLanguage);
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Debug.Log($"skuFlags ->" + UnityEngine.PSVita.Utility.skuFlags);
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}
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);
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InitAPP.onClick.AddListener(() =>
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{
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App.Init(new AxibugEmuOnline.Client.Initer());
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});
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btnHttpTest.onClick.AddListener(() => StartCoroutine(StartNetInit()));
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btnHttpTest10.onClick.AddListener(() =>
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{
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StartCoroutine(StartNetInit());
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StartCoroutine(StartNetInit());
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StartCoroutine(StartNetInit());
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StartCoroutine(StartNetInit());
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StartCoroutine(StartNetInit());
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StartCoroutine(StartNetInit());
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StartCoroutine(StartNetInit());
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StartCoroutine(StartNetInit());
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StartCoroutine(StartNetInit());
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StartCoroutine(StartNetInit());
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}
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);
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btnTaskTest.onClick.AddListener(() =>
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{
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PSVThread.DoTask(() => DoWork(null));
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//Task task = new Task(() =>
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//{
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// Thread.Sleep(1000);
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// Debug.Log($"{Thread.CurrentThread.ManagedThreadId}->{1000}");
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// Thread.Sleep(1000);
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// Debug.Log($"{Thread.CurrentThread.ManagedThreadId}->{2000}");
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//});
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//task.Start();
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});
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btnPSVHUD.onClick.AddListener(() => {
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UnityEngine.PSVita.Diagnostics.enableHUD = true;
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});
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btnTaskTest2.onClick.AddListener(() =>
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{
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ThreadPool.QueueUserWorkItem(DoWork);
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}
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);
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btnStart.onClick.AddListener(()
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=>
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{
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SceneManager.LoadScene("AxibugEmuOnline.Client");
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});
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}
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||||
static void DoWork(object state)
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{
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||||
// 这里是线程池中的工作代码
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Debug.Log($"thread id: {Thread.CurrentThread.ManagedThreadId} start");
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||||
// 模拟一些工作
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||||
Thread.Sleep(2000);
|
||||
Debug.Log($"thread id: {Thread.CurrentThread.ManagedThreadId} end");
|
||||
}
|
||||
|
||||
static IEnumerator StartNetInit()
|
||||
{
|
||||
int platform = 0;
|
||||
AxiHttpProxy.SendWebRequestProxy request = AxiHttpProxy.Get($"{"http://emu.axibug.com/api"}/CheckStandInfo?platform={platform}&version={Application.version}");
|
||||
yield return request.SendWebRequest;
|
||||
if (!request.downloadHandler.isDone)
|
||||
yield break;
|
||||
|
||||
if (request.downloadHandler.Err != null)
|
||||
{
|
||||
Debug.LogError(request.downloadHandler.Err);
|
||||
yield break;
|
||||
}
|
||||
|
||||
AxiHttpProxy.ShowAxiHttpDebugInfo(request.downloadHandler);
|
||||
Resp_CheckStandInfo resp = JsonUtility.FromJson<Resp_CheckStandInfo>(request.downloadHandler.text);
|
||||
|
||||
//需要更新
|
||||
if (resp.needUpdateClient == 1)
|
||||
{
|
||||
//TODO
|
||||
}
|
||||
|
||||
yield return null;
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f98de16d25b8f5148866d0c02a514502
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -4,32 +4,27 @@
|
||||
RenderTexture:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: New Render Texture
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_Name: VideoTexture
|
||||
m_ImageContentsHash:
|
||||
serializedVersion: 2
|
||||
Hash: 00000000000000000000000000000000
|
||||
m_ForcedFallbackFormat: 4
|
||||
m_DownscaleFallback: 0
|
||||
m_IsAlphaChannelOptional: 0
|
||||
serializedVersion: 3
|
||||
m_Width: 256
|
||||
m_Height: 240
|
||||
m_Width: 960
|
||||
m_Height: 544
|
||||
m_AntiAliasing: 1
|
||||
m_MipCount: -1
|
||||
m_DepthFormat: 0
|
||||
m_ColorFormat: 8
|
||||
m_ColorFormat: 20
|
||||
m_MipMap: 0
|
||||
m_GenerateMips: 1
|
||||
m_SRGB: 0
|
||||
m_UseDynamicScale: 0
|
||||
m_BindMS: 0
|
||||
m_EnableCompatibleFormat: 1
|
||||
m_TextureSettings:
|
||||
serializedVersion: 2
|
||||
m_FilterMode: 1
|
||||
m_Aniso: 0
|
||||
m_Aniso: 1
|
||||
m_MipBias: 0
|
||||
m_WrapU: 1
|
||||
m_WrapV: 1
|
@ -1,8 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5d4a385f133f9074583d64ab2172a03b
|
||||
guid: 3d77df0fa731c3b458e8a1d50eb1a1b3
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 8400000
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1bb2987740587b44e90ef7dfc1832a23
|
||||
guid: e745b95dbce117b48b4bd17df06ed302
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f704ae4b4f98ae41a0bce26658850c1
|
||||
guid: 292b282919a768c4fa6b8adb858daa95
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -0,0 +1,26 @@
|
||||
#if UNITY_EDITOR
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
|
||||
[CreateAssetMenu(fileName = "CrossMapCfg", menuName = "Tools/AxiPrefabCachec", order = 0)]
|
||||
public class AxiPrefabCache : ScriptableObject
|
||||
{
|
||||
public List<AxiPrefabCache_Com2GUID> caches = new List<AxiPrefabCache_Com2GUID>();
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class AxiPrefabCache_Com2GUID
|
||||
{
|
||||
public string SrcFullName;
|
||||
public string SrcName;
|
||||
public string GUID;
|
||||
public string ToName;
|
||||
public string ToPATH;
|
||||
public string ToGUID;
|
||||
public MonoScript monoScript;
|
||||
}
|
||||
#endif
|
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 47ae96bfd5393694da28c22ab2ccfb7c
|
@ -0,0 +1,416 @@
|
||||
#if UNITY_EDITOR
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
|
||||
public class AxiProjectTools : EditorWindow
|
||||
{
|
||||
static string cachecfgPath = "Assets/AxiComToolCache.asset";
|
||||
static string toolSenceName = "AxiProjectTools";
|
||||
static string outCsDir = Application.dataPath + "/AxiCom/";
|
||||
static Dictionary<string, AxiPrefabCache_Com2GUID> ComType2GUID = new Dictionary<string, AxiPrefabCache_Com2GUID>();
|
||||
|
||||
static void GoTAxiProjectToolsSence()
|
||||
{
|
||||
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
|
||||
foreach (string guid in sceneGuids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
if (path.Contains(toolSenceName))
|
||||
{
|
||||
EditorSceneManager.OpenScene(path);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("Axibug移植工具/[1]采集所有预制体和场景下的UGUI组件")]
|
||||
public static void Part1()
|
||||
{
|
||||
GoTAxiProjectToolsSence();
|
||||
ComType2GUID.Clear();
|
||||
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
|
||||
foreach (string guid in sceneGuids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
if (path.Contains(toolSenceName))
|
||||
continue;
|
||||
|
||||
EditorSceneManager.OpenScene(path);
|
||||
|
||||
// 创建一个列表来存储根节点
|
||||
List<GameObject> rootNodes = new List<GameObject>();
|
||||
|
||||
// 遍历场景中的所有对象
|
||||
GameObject[] allObjects = FindObjectsOfType<GameObject>();
|
||||
foreach (GameObject obj in allObjects)
|
||||
{
|
||||
// 检查对象是否有父对象
|
||||
if (obj.transform.parent == null)
|
||||
{
|
||||
// 如果没有父对象,则它是一个根节点
|
||||
rootNodes.Add(obj);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var node in rootNodes)
|
||||
LoopPrefabNode(path, node, 0);
|
||||
}
|
||||
|
||||
|
||||
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
|
||||
foreach (string guid in prefabGuids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
GetPrefab(path);
|
||||
}
|
||||
|
||||
AxiPrefabCache cache = ScriptableObject.CreateInstance<AxiPrefabCache>();
|
||||
foreach (var data in ComType2GUID)
|
||||
cache.caches.Add(data.Value);
|
||||
AssetDatabase.CreateAsset(cache, cachecfgPath);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
GoTAxiProjectToolsSence();
|
||||
Debug.Log("<Color=#FFF333>处理完毕 [1]采集所有预制体和场景下的UGUI组件</color>");
|
||||
}
|
||||
|
||||
static void GetPrefab(string path)
|
||||
{
|
||||
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
||||
LoopPrefabNode(path, prefab.gameObject, 0);
|
||||
}
|
||||
static void LoopPrefabNode(string rootPath, GameObject trans, int depth)
|
||||
{
|
||||
string nodename = $"{rootPath}>{trans.name}";
|
||||
#if UNITY_2018_4_OR_NEWER
|
||||
GameObject prefabRoot = trans.gameObject;
|
||||
int comCount = prefabRoot.GetComponentCount();
|
||||
for (int i = 0; i < comCount; i++)
|
||||
{
|
||||
var com = prefabRoot.GetComponentAtIndex(i);
|
||||
if (com == null)
|
||||
continue;
|
||||
|
||||
MonoBehaviour monoCom = com as MonoBehaviour;
|
||||
if (monoCom == null)
|
||||
continue;
|
||||
Type monoType = monoCom.GetType();
|
||||
if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
|
||||
continue;
|
||||
// 获取MonoScript资源
|
||||
MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
|
||||
if (monoScript != null)
|
||||
{
|
||||
// 获取MonoScript资源的GUID
|
||||
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
|
||||
Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
|
||||
ComType2GUID[monoType.FullName] =
|
||||
new AxiPrefabCache_Com2GUID()
|
||||
{
|
||||
SrcFullName = monoType.FullName,
|
||||
SrcName = monoType.Name,
|
||||
GUID = guid,
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("!!!! 没得");
|
||||
}
|
||||
}
|
||||
|
||||
//遍历
|
||||
foreach (Transform child in trans.transform)
|
||||
LoopPrefabNode(nodename, child.gameObject, depth + 1);
|
||||
#else
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
#endif
|
||||
}
|
||||
|
||||
[MenuItem("Axibug移植工具/[2]生成中间脚本代码")]
|
||||
public static void Part2()
|
||||
{
|
||||
if (UnityEngine.Windows.Directory.Exists(outCsDir))
|
||||
UnityEngine.Windows.Directory.Delete(outCsDir);
|
||||
Directory.CreateDirectory(outCsDir);
|
||||
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
||||
foreach (var data in cache.caches)
|
||||
{
|
||||
string toName = "Axi" + data.SrcName;
|
||||
string toPath = outCsDir + toName + ".cs";
|
||||
string codeStr = "namespace AxibugCom { public class " + toName + " : " + data.SrcFullName + " {} }";
|
||||
try
|
||||
{
|
||||
System.IO.File.WriteAllText(toPath, codeStr);
|
||||
data.ToName = toName;
|
||||
data.ToPATH = toPath;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError("写入失败" + ex.ToString());
|
||||
}
|
||||
}
|
||||
Debug.Log("写入完毕");
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
Debug.Log("<Color=#FFF333>处理完毕 [2]生成中间脚本代码</color>");
|
||||
}
|
||||
|
||||
[MenuItem("Axibug移植工具/[3]收集生成的脚本")]
|
||||
public static void Part3()
|
||||
{
|
||||
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
||||
List<MonoScript> allMonoScripts = FindAllAssetsOfType<MonoScript>();
|
||||
foreach (var data in cache.caches)
|
||||
{
|
||||
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
|
||||
if (monoScript == null)
|
||||
{
|
||||
Debug.LogError("没找到" + data.ToName);
|
||||
continue;
|
||||
}
|
||||
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
|
||||
data.ToGUID = guid;
|
||||
data.monoScript = monoScript;
|
||||
}
|
||||
Debug.Log("写入完毕");
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
Debug.Log("<Color=#FFF333>处理完毕 [3]收集生成的脚本</color>");
|
||||
}
|
||||
|
||||
static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object
|
||||
{
|
||||
List<T> assets = new List<T>();
|
||||
|
||||
string[] allGuids = AssetDatabase.FindAssets("");
|
||||
foreach (string guid in allGuids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
if (path.EndsWith(".cs") || path.EndsWith(".js") || path.EndsWith(".boo")) // Unity支持多种脚本语言,但现代Unity主要使用C#
|
||||
{
|
||||
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
|
||||
if (asset != null)
|
||||
{
|
||||
assets.Add(asset);
|
||||
}
|
||||
}
|
||||
}
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
||||
[MenuItem("Axibug移植工具/[4]替换所有预制体和场景中的组件")]
|
||||
public static void Part4()
|
||||
{
|
||||
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
||||
Dictionary<string, string> tempReplaceDict = new Dictionary<string, string>();
|
||||
foreach (var data in cache.caches)
|
||||
{
|
||||
tempReplaceDict[data.GUID] = data.ToGUID;
|
||||
}
|
||||
ProcessAllPrefabs("*.prefab", tempReplaceDict);
|
||||
ProcessAllPrefabs("*.unity", tempReplaceDict);
|
||||
ProcessAllPrefabs("*.anim", tempReplaceDict);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
Debug.Log("<Color=#FFF333>处理完毕 [4]替换所有预制体和场景中的组件</color>");
|
||||
}
|
||||
|
||||
static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false)
|
||||
{
|
||||
List<GameObject> prefabs = new List<GameObject>();
|
||||
var resourcesPath = Application.dataPath;
|
||||
var absolutePaths = Directory.GetFiles(resourcesPath, form, SearchOption.AllDirectories);
|
||||
for (int i = 0; i < absolutePaths.Length; i++)
|
||||
{
|
||||
Debug.Log("prefab name: " + absolutePaths[i]);
|
||||
foreach (var VARIABLE in tempReplaceDict)
|
||||
{
|
||||
string oldValue = reverse ? VARIABLE.Value : VARIABLE.Key;
|
||||
string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
|
||||
ReplaceValue(absolutePaths[i], oldValue, newValue);
|
||||
}
|
||||
EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length);
|
||||
}
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 替换值
|
||||
/// </summary>
|
||||
/// <param name="strFilePath">文件路径</param>
|
||||
static void ReplaceValue(string strFilePath, string oldLine, string newLine)
|
||||
{
|
||||
if (File.Exists(strFilePath))
|
||||
{
|
||||
string[] lines = File.ReadAllLines(strFilePath);
|
||||
for (int i = 0; i < lines.Length; i++)
|
||||
{
|
||||
lines[i] = lines[i].Replace(oldLine, newLine);
|
||||
}
|
||||
File.WriteAllLines(strFilePath, lines);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[MenuItem("Axibug移植工具/[5]UnPack所有嵌套预制体和场景中的预制体")]
|
||||
public static void UnpackPrefabs()
|
||||
{
|
||||
|
||||
#if UNITY_2018_4_OR_NEWER
|
||||
GoTAxiProjectToolsSence();
|
||||
string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
|
||||
int prefabCount = 0;
|
||||
|
||||
foreach (string path in allAssetPaths)
|
||||
{
|
||||
if (Path.GetExtension(path).Equals(".prefab"))
|
||||
{
|
||||
Debug.Log($"Unpacking {path}");
|
||||
UnpackPrefab(path);
|
||||
prefabCount++;
|
||||
}
|
||||
}
|
||||
Debug.Log($"{prefabCount}个预制体Unpack");
|
||||
|
||||
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
|
||||
foreach (string guid in sceneGuids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
if (path.Contains(toolSenceName))
|
||||
continue;
|
||||
|
||||
EditorSceneManager.OpenScene(path);
|
||||
Scene currentScene = SceneManager.GetActiveScene();
|
||||
GameObject[] rootObjects = currentScene.GetRootGameObjects();
|
||||
foreach (GameObject rootObj in rootObjects)
|
||||
{
|
||||
// 遍历场景中的所有对象
|
||||
TraverseHierarchy(rootObj);
|
||||
}
|
||||
// Save the scene // 获取当前打开的场景
|
||||
currentScene = EditorSceneManager.GetActiveScene();
|
||||
// 保存场景到文件(默认路径和名称)
|
||||
bool success = EditorSceneManager.SaveScene(currentScene, currentScene.path);
|
||||
|
||||
Debug.Log($"{currentScene.name}场景中 所有物体Unpack");
|
||||
}
|
||||
|
||||
GoTAxiProjectToolsSence();
|
||||
Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</color>");
|
||||
#else
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
#endif
|
||||
}
|
||||
|
||||
static void UnpackPrefab(string prefabPath)
|
||||
{
|
||||
#if UNITY_2018_4_OR_NEWER
|
||||
GameObject prefabInstance = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
||||
if (prefabInstance == null)
|
||||
{
|
||||
Debug.LogError($"Failed to load prefab at path: {prefabPath}");
|
||||
return;
|
||||
}
|
||||
|
||||
var obj = GameObject.Instantiate(prefabInstance, null);
|
||||
TraverseHierarchy(obj);
|
||||
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
|
||||
GameObject.DestroyImmediate(obj);
|
||||
#else
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
#endif
|
||||
}
|
||||
|
||||
static void TraverseHierarchy(GameObject obj)
|
||||
{
|
||||
#if UNITY_2018_4_OR_NEWER
|
||||
// 检查该对象是否是预制体的实例
|
||||
if (PrefabUtility.IsPartOfPrefabInstance(obj))
|
||||
{
|
||||
// 将预制体实例转换为普通游戏对象
|
||||
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
|
||||
Debug.Log("Prefab instance converted to game object: " + obj.name);
|
||||
}
|
||||
|
||||
// 递归遍历子对象
|
||||
for (int i = 0; i < obj.transform.childCount; i++)
|
||||
{
|
||||
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
|
||||
}
|
||||
#else
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
[MenuItem("Axibug移植工具/[6]修复Sprite")]
|
||||
public static void FixMultipleMaterialSprites()
|
||||
{
|
||||
string[] guids = AssetDatabase.FindAssets("t:sprite");
|
||||
List<Sprite> spritesToFix = new List<Sprite>();
|
||||
|
||||
foreach (string guid in guids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
|
||||
|
||||
// 检查是否有多个材质
|
||||
if (IsUsingMultipleMaterials(sprite))
|
||||
{
|
||||
spritesToFix.Add(sprite);
|
||||
Debug.Log("Found sprite with multiple materials: " + path);
|
||||
}
|
||||
}
|
||||
|
||||
// 修复每个找到的Sprite
|
||||
foreach (var sprite in spritesToFix)
|
||||
{
|
||||
FixSprite(sprite);
|
||||
}
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
Debug.Log("<Color=#FFF333>处理完毕 [6]修复Sprite</color>");
|
||||
}
|
||||
|
||||
private static bool IsUsingMultipleMaterials(Sprite sprite)
|
||||
{
|
||||
if (sprite == null) return false;
|
||||
|
||||
// 获取精灵的材质
|
||||
var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;
|
||||
|
||||
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
|
||||
}
|
||||
|
||||
private static void FixSprite(Sprite sprite)
|
||||
{
|
||||
// 获取Sprite的路径
|
||||
string path = AssetDatabase.GetAssetPath(sprite);
|
||||
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
|
||||
|
||||
if (textureImporter != null)
|
||||
{
|
||||
// 保存当前切割信息
|
||||
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
|
||||
|
||||
// 临时禁用Sprite导入
|
||||
textureImporter.spriteImportMode = SpriteImportMode.None;
|
||||
textureImporter.SaveAndReimport();
|
||||
|
||||
// 重新启用Sprite导入并保持原样切割参数
|
||||
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
|
||||
textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息
|
||||
|
||||
// 重新导入以应用更改
|
||||
textureImporter.SaveAndReimport();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -0,0 +1,2 @@
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guid: 01c95f5e03a338749b54784eb6420d04
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fileFormatVersion: 2
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guid: 11a59d59d152c214bb99a09f4d795c21
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -13,7 +13,7 @@ OcclusionCullingSettings:
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--- !u!104 &2
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--- !u!157 &3
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@ -67,9 +66,6 @@ LightmapSettings:
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m_FinalGatherRayCount: 256
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m_BakeBackend: 1
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@ -89,22 +85,22 @@ LightmapSettings:
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m_PVRFilteringGaussRadiusIndirect: 1
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m_PVRFilteringGaussRadiusAO: 1
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m_PVRFilteringAtrousPositionSigmaDirect: 0.5
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@ -117,13 +113,13 @@ NavMeshSettings:
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@ -131,8 +127,100 @@ GameObject:
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@ -140,17 +228,16 @@ GameObject:
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@ -200,225 +287,30 @@ Light:
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8
AxibugEmuOnline.Client.PSVita/Assets/Editors.meta
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8
AxibugEmuOnline.Client.PSVita/Assets/Editors.meta
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{
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"rootNamespace": "AxibugEmuOnline.Editors",
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"references": [
|
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"AxibugEmuOnline.Client"
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],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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externalObjects: {}
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userData:
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using AxibugEmuOnline.Client;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace AxibugEmuOnline.Editors
|
||||
{
|
||||
[CustomEditor(typeof(CommandDispatcher))]
|
||||
public class CommandDispatcherEditor : Editor
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||||
{
|
||||
public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
|
||||
|
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if (!Application.isPlaying) return;
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var dispacather = target as CommandDispatcher;
|
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IReadOnlyList<CommandExecuter> normal; IReadOnlyList<CommandExecuter> solo;
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dispacather.GetRegisters(out normal, out solo);
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|
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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EditorGUILayout.LabelField("NORMAL");
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foreach (var item in normal)
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{
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Draw(item);
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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EditorGUILayout.LabelField("SOLO");
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foreach (var item in solo)
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{
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Draw(item);
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.LabelField(dispacather.Current.Name);
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Repaint();
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}
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private void Draw(CommandExecuter item)
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{
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EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
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using (new EditorGUI.DisabledGroupScope(!item.Enable))
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EditorGUILayout.EndHorizontal();
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}
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}
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userData:
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8
AxibugEmuOnline.Client.PSVita/Assets/Plugins.meta
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8
AxibugEmuOnline.Client.PSVita/Assets/Plugins.meta
Normal file
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fileFormatVersion: 2
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{
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"name": "AxiReplay"
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}
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 0a45db2096af23647aaafe5b70ccb4d7
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assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,11 @@
|
||||
using System;
|
||||
|
||||
namespace AxiReplay
|
||||
{
|
||||
internal interface IReplayReader : IDisposable
|
||||
{
|
||||
bool NextFrame(out ReplayStep data);
|
||||
bool TakeFrame(int addFrame, out ReplayStep data);
|
||||
bool NextFramebyFrameIdx(int FrameID, out ReplayStep data);
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}
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}
|
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@ -0,0 +1,12 @@
|
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using System;
|
||||
|
||||
namespace AxiReplay
|
||||
{
|
||||
internal interface IReplayWriter : IDisposable
|
||||
{
|
||||
void NextFrame(UInt64 frameInput);
|
||||
void NextFramebyFrameIdx(int FrameID, UInt64 frameInput);
|
||||
void TakeFrame(int addFrame, UInt64 frameInput);
|
||||
void SaveData(string path, bool bNeedDump = false, string dumpFilePath = null);
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}
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}
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fileFormatVersion: 2
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userData:
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@ -0,0 +1,147 @@
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using System.Collections.Generic;
|
||||
|
||||
namespace AxiReplay
|
||||
{
|
||||
public class NetReplay
|
||||
{
|
||||
/// <summary>
|
||||
/// 客户端当前帧
|
||||
/// </summary>
|
||||
public int mCurrClientFrameIdx = 0;
|
||||
/// <summary>
|
||||
/// 服务器远端当前帧
|
||||
/// </summary>
|
||||
public int mRemoteFrameIdx { get; private set; }
|
||||
/// <summary>
|
||||
/// 服务器远端当前提前量
|
||||
/// </summary>
|
||||
public int mRemoteForwardCount { get; private set; }
|
||||
/// <summary>
|
||||
/// Remote 2 Client Frame Gap
|
||||
/// </summary>
|
||||
public int mDiffFrameCount => mRemoteFrameIdx - mCurrClientFrameIdx;
|
||||
/// <summary>
|
||||
/// 网络数据队列
|
||||
/// </summary>
|
||||
Queue<ReplayStep> mNetReplayQueue = new Queue<ReplayStep>();
|
||||
/// <summary>
|
||||
/// 当前数据
|
||||
/// </summary>
|
||||
ReplayStep mCurrReplay;
|
||||
/// <summary>
|
||||
/// 下一个数据数据
|
||||
/// </summary>
|
||||
ReplayStep mNextReplay;
|
||||
|
||||
bool bNetInit = false;
|
||||
public NetReplay()
|
||||
{
|
||||
ResetData();
|
||||
}
|
||||
public void ResetData()
|
||||
{
|
||||
mNetReplayQueue.Clear();
|
||||
mCurrReplay = default(ReplayStep);
|
||||
mCurrReplay.FrameStartID = int.MinValue;
|
||||
bNetInit = false;
|
||||
}
|
||||
public void InData(ReplayStep inputData, int ServerFrameIdx)
|
||||
{
|
||||
mNetReplayQueue.Enqueue(inputData);
|
||||
mRemoteFrameIdx = inputData.FrameStartID;
|
||||
if (!bNetInit)
|
||||
{
|
||||
bNetInit = true;
|
||||
mNextReplay = mNetReplayQueue.Dequeue();
|
||||
}
|
||||
}
|
||||
public bool TryGetNextFrame(out ReplayStep data, out int frameDiff, out bool inputDiff)
|
||||
{
|
||||
if (!bNetInit)
|
||||
{
|
||||
data = default(ReplayStep);
|
||||
frameDiff = default(int);
|
||||
inputDiff = false;
|
||||
return false;
|
||||
}
|
||||
TakeFrame(1, out data, out frameDiff, out inputDiff);
|
||||
return frameDiff > 0;
|
||||
}
|
||||
|
||||
public bool TryGetNextFrame(int targetFrame, out ReplayStep data, out int frameDiff, out bool inputDiff)
|
||||
{
|
||||
if (!bNetInit)
|
||||
{
|
||||
data = default(ReplayStep);
|
||||
frameDiff = default(int);
|
||||
inputDiff = false;
|
||||
return false;
|
||||
}
|
||||
return TakeFrameToTargetFrame(targetFrame, out data, out frameDiff, out inputDiff);
|
||||
}
|
||||
|
||||
void TakeFrame(int addFrame, out ReplayStep data, out int bFrameDiff, out bool inputDiff)
|
||||
{
|
||||
int targetFrame = mCurrClientFrameIdx + addFrame;
|
||||
TakeFrameToTargetFrame(targetFrame, out data, out bFrameDiff, out inputDiff);
|
||||
}
|
||||
|
||||
bool TakeFrameToTargetFrame(int targetFrame, out ReplayStep data, out int bFrameDiff, out bool inputDiff)
|
||||
{
|
||||
bool result;
|
||||
inputDiff = false;
|
||||
if (targetFrame == mNextReplay.FrameStartID && targetFrame <= mRemoteFrameIdx && mNetReplayQueue.Count > 0)
|
||||
{
|
||||
//当前帧追加
|
||||
mCurrClientFrameIdx = targetFrame;
|
||||
ulong oldInput = mCurrReplay.InPut;
|
||||
mCurrReplay = mNextReplay;
|
||||
if (oldInput != mCurrReplay.InPut)
|
||||
inputDiff = true;
|
||||
mNextReplay = mNetReplayQueue.Dequeue();
|
||||
result = true;
|
||||
}
|
||||
else
|
||||
result = false;
|
||||
|
||||
bFrameDiff = mRemoteFrameIdx - mCurrClientFrameIdx;
|
||||
data = mCurrReplay;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public int GetSkipFrameCount()
|
||||
{
|
||||
if(!bNetInit)
|
||||
return 0;
|
||||
//本地队列差异高于服务器提前量的值
|
||||
int moreNum = mDiffFrameCount - mRemoteForwardCount;
|
||||
//if (mDiffFrameCount < 0 || mDiffFrameCount > 10000)
|
||||
// return 0;
|
||||
|
||||
////游戏刚开始的一小段时间,直接追满
|
||||
//if (mCurrClientFrameIdx < 60)
|
||||
// return moreNum;
|
||||
|
||||
int skip = 0;
|
||||
if (mDiffFrameCount > short.MaxValue) skip = 0;
|
||||
else if (moreNum <= 1) skip = 0;
|
||||
else if (moreNum <= 3) skip = 2;
|
||||
else if (moreNum <= 6) skip = 2;
|
||||
else if (moreNum <= 20) skip = moreNum / 2; //20帧以内,平滑跳帧数
|
||||
else skip = moreNum;//完全追上
|
||||
return skip;
|
||||
|
||||
//var frameGap = mDiffFrameCount;
|
||||
//if (frameGap > 10000) return 0;
|
||||
//if (frameGap <= 2) skip = 0;
|
||||
//if (frameGap > 2 && frameGap < 6) skip = 1 + 1;
|
||||
//else if (frameGap > 7 && frameGap < 12) skip = 2 + 1;
|
||||
//else if (frameGap > 13 && frameGap < 20) skip = 3 + 1;
|
||||
//else skip = frameGap - 2;
|
||||
|
||||
|
||||
//return skip;
|
||||
}
|
||||
}
|
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}
|
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guid: 452b58ff73a0853449845fd9e1134cc2
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,101 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
|
||||
namespace AxiReplay
|
||||
{
|
||||
[StructLayout(LayoutKind.Explicit, Size = 44)]
|
||||
public struct ReplayHandler
|
||||
{
|
||||
[FieldOffset(0)]
|
||||
public int Format;
|
||||
[FieldOffset(sizeof(int) * 1)]
|
||||
public int RomID;
|
||||
[FieldOffset(sizeof(int) * 2)]
|
||||
public int RomType;
|
||||
[FieldOffset(sizeof(int) * 3)]
|
||||
public int DataOffset;
|
||||
[FieldOffset(sizeof(int) * 4)]
|
||||
public int TitleOffset;
|
||||
[FieldOffset(sizeof(int) * 5)]
|
||||
public int NoteOffset;
|
||||
[FieldOffset(sizeof(int) * 6)]
|
||||
public int AllFrame;
|
||||
[FieldOffset(sizeof(int) * 7)]
|
||||
public int AllTime;
|
||||
[FieldOffset(sizeof(int) * 8)]
|
||||
public int SingleLenght;
|
||||
[FieldOffset(sizeof(int) * 9)]
|
||||
public long CreateTime;
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Explicit)]
|
||||
public struct ReplayStep
|
||||
{
|
||||
[FieldOffset(0)]
|
||||
public UInt64 All64Data;
|
||||
[FieldOffset(0)]
|
||||
public Int32 FrameStartID;
|
||||
[FieldOffset(4)]
|
||||
public UInt64 InPut;
|
||||
}
|
||||
|
||||
public static class ReplayData
|
||||
{
|
||||
public static int HandlerLenght = sizeof(int) * 9 + sizeof(long);
|
||||
public enum ReplayFormat : byte
|
||||
{
|
||||
None = 0,
|
||||
FM32IPBYTE,
|
||||
FM32IP16,
|
||||
FM32IP32,
|
||||
FM32IP64,
|
||||
}
|
||||
public static void GetStringByteData(string str, out byte[] data, out int lenghtWithEnd, Encoding encoding)
|
||||
{
|
||||
data = encoding.GetBytes(str);
|
||||
lenghtWithEnd = data.Length + 1;
|
||||
}
|
||||
|
||||
public static byte[] GetHandlerData(ReplayHandler replayhandler)
|
||||
{
|
||||
int size = Marshal.SizeOf(typeof(ReplayHandler));
|
||||
byte[] arr = new byte[size];
|
||||
|
||||
IntPtr ptr = Marshal.AllocHGlobal(size);
|
||||
try
|
||||
{
|
||||
Marshal.StructureToPtr(replayhandler, ptr, false);
|
||||
Marshal.Copy(ptr, arr, 0, size);
|
||||
}
|
||||
finally
|
||||
{
|
||||
Marshal.FreeHGlobal(ptr);
|
||||
}
|
||||
|
||||
return arr;
|
||||
}
|
||||
|
||||
public static ReplayHandler GetReplayHandlerFromData(byte[] data)
|
||||
{
|
||||
if (data == null || data.Length < ReplayData.HandlerLenght)
|
||||
{
|
||||
throw new ArgumentException("Invalid data length or null data.");
|
||||
}
|
||||
|
||||
IntPtr ptr = Marshal.AllocHGlobal(ReplayData.HandlerLenght);
|
||||
try
|
||||
{
|
||||
// 将byte数组的内容复制到非托管内存中
|
||||
Marshal.Copy(data, 0, ptr, ReplayData.HandlerLenght);
|
||||
// 从非托管内存将内容转换回ReplayHandler结构体
|
||||
return (ReplayHandler)Marshal.PtrToStructure(ptr, typeof(ReplayHandler));
|
||||
}
|
||||
finally
|
||||
{
|
||||
// 释放非托管内存
|
||||
Marshal.FreeHGlobal(ptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42df5a138f4f4ae488815f35d8e748da
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,174 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using static AxiReplay.ReplayData;
|
||||
|
||||
namespace AxiReplay
|
||||
{
|
||||
public class ReplayReader : IReplayReader
|
||||
{
|
||||
public ReplayData.ReplayFormat mFormat { get; private set; }
|
||||
public Encoding TexEncoding { get; private set; }
|
||||
ReplayHandler handler;
|
||||
string mTitle;
|
||||
string mNote;
|
||||
int mAllFrame;
|
||||
int mAllTime;
|
||||
long mData;
|
||||
int mSingleInputLenght;
|
||||
int mSingleDataLenght;
|
||||
FileStream mStream;
|
||||
BinaryReader mBinaryReader;
|
||||
|
||||
int mCurrFrame = -1;
|
||||
byte[] mNextOutbytes;
|
||||
public ReplayStep currStep;
|
||||
public ReplayStep nextStep;
|
||||
bool bEnd;
|
||||
|
||||
List<string> dbgList = new List<string>();
|
||||
bool bdbg = false;
|
||||
string dumpPath;
|
||||
|
||||
public ReplayReader(string path, bool bWithDump = false, string dumppath = null)
|
||||
{
|
||||
dbgList.Clear();
|
||||
bdbg = bWithDump;
|
||||
dumpPath = dumppath;
|
||||
mStream = new FileStream(path, FileMode.Open, FileAccess.Read);
|
||||
mBinaryReader = new BinaryReader(mStream);
|
||||
byte[] Outbytes;
|
||||
Outbytes = mBinaryReader.ReadBytes(ReplayData.HandlerLenght);
|
||||
handler = ReplayData.GetReplayHandlerFromData(Outbytes);
|
||||
mFormat = (ReplayFormat)handler.Format;
|
||||
switch (mFormat)
|
||||
{
|
||||
case ReplayData.ReplayFormat.FM32IP64: mSingleInputLenght = sizeof(UInt64); break;
|
||||
case ReplayData.ReplayFormat.FM32IP32: mSingleInputLenght = sizeof(UInt32); break;
|
||||
case ReplayData.ReplayFormat.FM32IP16: mSingleInputLenght = sizeof(UInt16); break;
|
||||
case ReplayData.ReplayFormat.FM32IPBYTE: mSingleInputLenght = sizeof(byte); break;
|
||||
}
|
||||
//Frame+Lenght
|
||||
mSingleDataLenght = (sizeof(UInt32)) + mSingleInputLenght;
|
||||
nextStep = new ReplayStep();
|
||||
nextStep.FrameStartID = -1;
|
||||
bEnd = false;
|
||||
|
||||
dbgList.Add($"Format => {handler.Format}");
|
||||
dbgList.Add($"DataOffset => {handler.DataOffset}");
|
||||
dbgList.Add($"CreateTime => {handler.CreateTime}");
|
||||
dbgList.Add($"AllFrame => {handler.AllFrame}");
|
||||
dbgList.Add($"SingleLenght => {handler.SingleLenght}");
|
||||
|
||||
|
||||
mNextOutbytes = new byte[mSingleDataLenght];
|
||||
|
||||
if (bWithDump)
|
||||
{
|
||||
int TestFrameIdx = -1;
|
||||
while (!bEnd)
|
||||
{
|
||||
UpdateNextFrame(TestFrameIdx++);
|
||||
}
|
||||
File.WriteAllLines(dumppath, dbgList);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateNextFrame(0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UpdateNextFrame(int targetFrame)
|
||||
{
|
||||
//如果已经超过
|
||||
while (targetFrame >= nextStep.FrameStartID)
|
||||
{
|
||||
if (nextStep.FrameStartID >= handler.AllFrame)
|
||||
{
|
||||
bEnd = true;
|
||||
break;
|
||||
}
|
||||
mBinaryReader.Read(mNextOutbytes, 0, mSingleDataLenght);
|
||||
switch (mFormat)
|
||||
{
|
||||
case ReplayFormat.FM32IP64:
|
||||
{
|
||||
nextStep.FrameStartID = BitConverter.ToInt32(mNextOutbytes, 0);
|
||||
nextStep.InPut = BitConverter.ToUInt64(mNextOutbytes, sizeof(UInt32));
|
||||
}
|
||||
break;
|
||||
case ReplayFormat.FM32IP32:
|
||||
{
|
||||
nextStep.All64Data = BitConverter.ToUInt64(mNextOutbytes, 0);
|
||||
}
|
||||
break;
|
||||
case ReplayFormat.FM32IP16:
|
||||
{
|
||||
nextStep.All64Data = BitConverter.ToUInt64(mNextOutbytes, 0);
|
||||
}
|
||||
break;
|
||||
case ReplayFormat.FM32IPBYTE:
|
||||
{
|
||||
nextStep.All64Data = BitConverter.ToUInt64(mNextOutbytes, 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
dbgList.Add($"{nextStep.FrameStartID} | {nextStep.InPut}");
|
||||
|
||||
targetFrame++;
|
||||
}
|
||||
}
|
||||
|
||||
int byFrameIdx = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 往前推进1帧的Input(返回是否变化)
|
||||
/// </summary>
|
||||
public bool NextFrame(out ReplayStep data)
|
||||
{
|
||||
return TakeFrame(1, out data);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 往前推进指定帧数量的Input (返回是否变化)
|
||||
/// </summary>
|
||||
/// <param name="addFrame"></param>
|
||||
public bool TakeFrame(int addFrame, out ReplayStep data)
|
||||
{
|
||||
bool Changed = false;
|
||||
mCurrFrame += addFrame;
|
||||
if (mCurrFrame >= nextStep.FrameStartID)
|
||||
{
|
||||
Changed = currStep.InPut != nextStep.InPut;
|
||||
currStep = nextStep;
|
||||
data = currStep;
|
||||
UpdateNextFrame(mCurrFrame);
|
||||
}
|
||||
else
|
||||
{
|
||||
data = currStep;
|
||||
}
|
||||
return Changed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 往前推进帧的,指定帧下标
|
||||
/// </summary>
|
||||
public bool NextFramebyFrameIdx(int FrameID, out ReplayStep data)
|
||||
{
|
||||
bool res = TakeFrame(FrameID - byFrameIdx, out data);
|
||||
byFrameIdx = FrameID;
|
||||
return res;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
mStream.Dispose();
|
||||
mBinaryReader.Dispose();
|
||||
//TODO
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 66e0e18d1f5981745a3078e8460cb0e6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,158 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
|
||||
namespace AxiReplay
|
||||
{
|
||||
public class ReplayWriter : IReplayWriter
|
||||
{
|
||||
public ReplayData.ReplayFormat mFormat { get; private set; }
|
||||
public Encoding TexEncoding { get; private set; }
|
||||
ReplayHandler handler;
|
||||
string mTitle;
|
||||
string mNote;
|
||||
int mAllFrame;
|
||||
int mAllTime;
|
||||
long mData;
|
||||
int mSingleInputLenght;
|
||||
int mSingleDataLenght;
|
||||
MemoryStream mStream;
|
||||
BinaryWriter mBinaryWriter;
|
||||
|
||||
int mCurrFrame;
|
||||
UInt64 mCurrInput;
|
||||
ReplayStep wirteStep;
|
||||
|
||||
List<string> dbgList = new List<string>();
|
||||
|
||||
public ReplayWriter(string Title, string Note, ReplayData.ReplayFormat format, Encoding encoding)
|
||||
{
|
||||
mTitle = Title;
|
||||
mNote = Note;
|
||||
TexEncoding = encoding;
|
||||
mFormat = format;
|
||||
switch (mFormat)
|
||||
{
|
||||
case ReplayData.ReplayFormat.FM32IP64: mSingleInputLenght = sizeof(UInt64); break;
|
||||
case ReplayData.ReplayFormat.FM32IP32: mSingleInputLenght = sizeof(UInt32); break;
|
||||
case ReplayData.ReplayFormat.FM32IP16: mSingleInputLenght = sizeof(UInt16); break;
|
||||
case ReplayData.ReplayFormat.FM32IPBYTE: mSingleInputLenght = sizeof(byte); break;
|
||||
}
|
||||
mSingleDataLenght = (sizeof(UInt32)) + mSingleInputLenght;
|
||||
|
||||
mStream = new MemoryStream();
|
||||
mBinaryWriter = new BinaryWriter(mStream);
|
||||
|
||||
mCurrFrame = -1;
|
||||
mCurrInput = int.MaxValue;
|
||||
wirteStep = new ReplayStep();
|
||||
|
||||
dbgList.Clear();
|
||||
|
||||
}
|
||||
|
||||
int byFrameIdx = 0;
|
||||
/// <summary>
|
||||
/// 往前推进帧的,指定帧下标
|
||||
/// </summary>
|
||||
/// <param name="frameInput"></param>
|
||||
public void NextFramebyFrameIdx(int FrameID, UInt64 frameInput)
|
||||
{
|
||||
TakeFrame(FrameID - byFrameIdx, frameInput);
|
||||
byFrameIdx = FrameID;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 往前推进1帧的Input
|
||||
/// </summary>
|
||||
/// <param name="frameInput"></param>
|
||||
public void NextFrame(UInt64 frameInput)
|
||||
{
|
||||
TakeFrame(1, frameInput);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 往前推进指定帧数量的Input
|
||||
/// </summary>
|
||||
/// <param name="frameInput"></param>
|
||||
public void TakeFrame(int addFrame, UInt64 frameInput)
|
||||
{
|
||||
if (addFrame < 0)
|
||||
{
|
||||
|
||||
}
|
||||
mCurrFrame += addFrame;
|
||||
if (mCurrInput == frameInput)
|
||||
return;
|
||||
mCurrInput = frameInput;
|
||||
|
||||
wirteStep.FrameStartID = mCurrFrame;
|
||||
wirteStep.InPut = mCurrInput;
|
||||
dbgList.Add($"{mCurrFrame} | {mCurrInput}");
|
||||
|
||||
switch (mFormat)
|
||||
{
|
||||
case ReplayData.ReplayFormat.FM32IP64:
|
||||
mBinaryWriter.Write(wirteStep.FrameStartID);
|
||||
mBinaryWriter.Write(wirteStep.InPut);
|
||||
break;
|
||||
case ReplayData.ReplayFormat.FM32IP32:
|
||||
mBinaryWriter.Write(BitConverter.GetBytes(wirteStep.All64Data), 0, 4 + 4);
|
||||
break;
|
||||
case ReplayData.ReplayFormat.FM32IP16:
|
||||
mBinaryWriter.Write(BitConverter.GetBytes(wirteStep.All64Data), 0, 4 + 2);
|
||||
break;
|
||||
case ReplayData.ReplayFormat.FM32IPBYTE:
|
||||
mBinaryWriter.Write(BitConverter.GetBytes(wirteStep.All64Data), 0, 4 + 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void SaveData(string path, bool bWithDump = false, string dumppath = null)
|
||||
{
|
||||
byte[] titleData; int titleLenghtWithEnd;
|
||||
ReplayData.GetStringByteData(mTitle, out titleData, out titleLenghtWithEnd, TexEncoding);
|
||||
byte[] noteData; int noteLenghtWithEnd;
|
||||
ReplayData.GetStringByteData(mNote, out noteData, out noteLenghtWithEnd, TexEncoding);
|
||||
|
||||
ReplayHandler handler = new ReplayHandler();
|
||||
handler.Format = (int)this.mFormat;
|
||||
handler.DataOffset = ReplayData.HandlerLenght;
|
||||
handler.CreateTime = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
|
||||
handler.AllFrame = wirteStep.FrameStartID;
|
||||
handler.SingleLenght = mSingleDataLenght;
|
||||
|
||||
using (FileStream fs = new FileStream(path, FileMode.Create))
|
||||
{
|
||||
using (BinaryWriter bw = new BinaryWriter(fs))
|
||||
{
|
||||
//写入Handler
|
||||
bw.Write(ReplayData.GetHandlerData(handler));
|
||||
//写入Data
|
||||
bw.Write(mStream.ToArray());
|
||||
}
|
||||
}
|
||||
|
||||
if (bWithDump)
|
||||
{
|
||||
List<string> temp = new List<string>();
|
||||
temp.Add($"Format => {handler.Format}");
|
||||
temp.Add($"DataOffset => {handler.DataOffset}");
|
||||
temp.Add($"CreateTime => {handler.CreateTime}");
|
||||
temp.Add($"AllFrame => {handler.AllFrame}");
|
||||
temp.Add($"SingleLenght => {handler.SingleLenght}");
|
||||
dbgList.InsertRange(0, temp);
|
||||
File.WriteAllLines(dumppath, dbgList);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
mStream.Dispose();
|
||||
mBinaryWriter.Dispose();
|
||||
//TODO
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dc53a3d9a3e1749438b6ad1cef7b39bc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
AxibugEmuOnline.Client.PSVita/Assets/Plugins/Coffee.meta
Normal file
8
AxibugEmuOnline.Client.PSVita/Assets/Plugins/Coffee.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a06e18767c1031478a76b8f96e60fe6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 464892be6eabb2d43a4f71878bcfea72
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 96837540e9d9b4d199c332f11ef9047a
|
||||
folderAsset: yes
|
||||
timeCreated: 1487124681
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,498 @@
|
||||
# Changelog
|
||||
|
||||
## [v3.2.0](https://github.com/mob-sakai/UIEffect/tree/v3.2.0) (2019-07-17)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.1.0...v3.2.0)
|
||||
|
||||
**Breaking changes:**
|
||||
|
||||
- UICapturedImage: Immediate capturing option is removed as it does not work on many platforms [\#161](https://github.com/mob-sakai/UIEffect/issues/161)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Add demo for Unity 2018+ and TMPro 1.2+ [\#166](https://github.com/mob-sakai/UIEffect/issues/166)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- UIDissolve's "Reverse Play" option works only in OnEnable [\#183](https://github.com/mob-sakai/UIEffect/issues/183)
|
||||
- CanvasGroup.alpha does not affect [\#180](https://github.com/mob-sakai/UIEffect/issues/180)
|
||||
- UIShiny effect remain on screen after calling Stop\(\) [\#165](https://github.com/mob-sakai/UIEffect/issues/165)
|
||||
- Material caching is not working properly [\#163](https://github.com/mob-sakai/UIEffect/issues/163)
|
||||
- Add a null check to TMPro sprite asset material checking [\#176](https://github.com/mob-sakai/UIEffect/pull/176) ([Oskiii](https://github.com/Oskiii))
|
||||
|
||||
## [v3.1.0](https://github.com/mob-sakai/UIEffect/tree/v3.1.0) (2019-03-10)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.4...v3.1.0)
|
||||
|
||||
## Support TextMeshPro!
|
||||
|
||||
* All components are supported
|
||||
* Advanced blur is supported for Unity 2017.1+
|
||||
|
||||
![](https://user-images.githubusercontent.com/12690315/53533025-8495d800-3b3c-11e9-9e94-320f3ec7ad74.png)
|
||||
|
||||
For details to use, see [Usage with TextMeshPro](https://github.com/mob-sakai/UIEffect#usage-with-textmeshpro)
|
||||
|
||||
**NOTE: Unity 5.x will not be supported in the near future**
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Support TextMeshPro [\#137](https://github.com/mob-sakai/UIEffect/issues/137)
|
||||
- add reverse animation option to UIDissolve [\#153](https://github.com/mob-sakai/UIEffect/pull/153) ([antpaw](https://github.com/antpaw))
|
||||
|
||||
## [v3.0.4](https://github.com/mob-sakai/UIEffect/tree/v3.0.4) (2019-02-15)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.3...v3.0.4)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- add initial play animation delay option to UIShiny [\#147](https://github.com/mob-sakai/UIEffect/pull/147) ([antpaw](https://github.com/antpaw))
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- UIEffectCapturedImage.effectColor does not work as expected [\#148](https://github.com/mob-sakai/UIEffect/issues/148)
|
||||
- fix warnings [\#146](https://github.com/mob-sakai/UIEffect/pull/146) ([antpaw](https://github.com/antpaw))
|
||||
|
||||
## [v3.0.3](https://github.com/mob-sakai/UIEffect/tree/v3.0.3) (2019-01-21)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.2...v3.0.3)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- UIHsvModifier works only on gamma-space [\#145](https://github.com/mob-sakai/UIEffect/issues/145)
|
||||
|
||||
## [v3.0.2](https://github.com/mob-sakai/UIEffect/tree/v3.0.2) (2019-01-15)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.1...v3.0.2)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- UIEffect & UIHsvModifier & UITransitionEffect Strange action [\#144](https://github.com/mob-sakai/UIEffect/issues/144)
|
||||
|
||||
## [v3.0.1](https://github.com/mob-sakai/UIEffect/tree/v3.0.1) (2018-11-07)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.0...v3.0.1)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Compile error in 2018.3 [\#139](https://github.com/mob-sakai/UIEffect/issues/139)
|
||||
|
||||
## [v3.0.0](https://github.com/mob-sakai/UIEffect/tree/v3.0.0) (2018-10-09)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.3...v3.0.0)
|
||||
|
||||
### New architecture: easier, faster and more beautiful.
|
||||
* Simple & easy-to-use
|
||||
* 20% faster
|
||||
* High precision parameter
|
||||
|
||||
### Immediate capturing (UIEffectCapturedImage option)
|
||||
* Capture the previous frame immediately without any camera.
|
||||
* You no longer have to wait one frame to capture!
|
||||
* *NOTE: LWRP, WebGL and Unity 5.x for iOS/Mac are not supported.*
|
||||
|
||||
### Advanced blur (UIEffect option)
|
||||
* Remove common artifacts in the blur effect for uGUI.
|
||||
![](https://user-images.githubusercontent.com/12690315/42547121-80134788-84fb-11e8-97a0-048bba9634ea.png)
|
||||
* It is effective for small padding size atlases, including dynamic fonts!
|
||||
|
||||
**Breaking changes:**
|
||||
|
||||
- UIEffectCapturedImage: Remove 'TargetTexture' feature [\#136](https://github.com/mob-sakai/UIEffect/issues/136)
|
||||
- Remove 'additional shadow' in UIShadow component [\#110](https://github.com/mob-sakai/UIEffect/issues/110)
|
||||
- Remove 'custom effect' feature in UIEffect component [\#98](https://github.com/mob-sakai/UIEffect/issues/98)
|
||||
- Remove 'shadow effect' feature in UIEffect component [\#97](https://github.com/mob-sakai/UIEffect/issues/97)
|
||||
- Remove 'hue effect' in UIEffect component [\#91](https://github.com/mob-sakai/UIEffect/issues/91)
|
||||
- Remove 'cutoff' and 'mono' effect in UIEffect component [\#78](https://github.com/mob-sakai/UIEffect/issues/78)
|
||||
- New architecture: Shared texture for effect parameter [\#63](https://github.com/mob-sakai/UIEffect/issues/63)
|
||||
- Change: Change `ToneMode` to `EffectMode` [\#61](https://github.com/mob-sakai/UIEffect/issues/61)
|
||||
- Separate shadow effect to other component [\#52](https://github.com/mob-sakai/UIEffect/issues/52)
|
||||
- Use the graphic color as effect color, to reduce parameters [\#50](https://github.com/mob-sakai/UIEffect/issues/50)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- UITransitionEffect: "Pass ray on hidden" option [\#135](https://github.com/mob-sakai/UIEffect/issues/135)
|
||||
- Add component menu in editor [\#133](https://github.com/mob-sakai/UIEffect/issues/133)
|
||||
- UITransitionEffect: Add Show/Hide method [\#132](https://github.com/mob-sakai/UIEffect/issues/132)
|
||||
- UIEffectCapturedImage: Immediate capturing [\#130](https://github.com/mob-sakai/UIEffect/issues/130)
|
||||
- Improve blurring for atlas [\#95](https://github.com/mob-sakai/UIEffect/issues/95)
|
||||
- Use Canvas.willRenderCanvases event instead of Update method [\#87](https://github.com/mob-sakai/UIEffect/issues/87)
|
||||
|
||||
**Closed issues:**
|
||||
|
||||
- Add tooltip [\#92](https://github.com/mob-sakai/UIEffect/issues/92)
|
||||
- UIShiny: change parameter name `highlight` to `gloss` [\#93](https://github.com/mob-sakai/UIEffect/issues/93)
|
||||
|
||||
## [v2.8.3](https://github.com/mob-sakai/UIEffect/tree/v2.8.3) (2018-09-29)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.2...v2.8.3)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- UIEffectCapturedImage: Black screen with Unity 2018.1+ editor on Windows [\#131](https://github.com/mob-sakai/UIEffect/issues/131)
|
||||
|
||||
## [v2.8.2](https://github.com/mob-sakai/UIEffect/tree/v2.8.2) (2018-09-26)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.1...v2.8.2)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- UICapturedEffectImage does not work with 'ScreenSpace - Overlay' in edit mode [\#128](https://github.com/mob-sakai/UIEffect/issues/128)
|
||||
- The UIEffectCapturedImage is upside down with 'ScreenSpace - Overlay' mode [\#127](https://github.com/mob-sakai/UIEffect/issues/127)
|
||||
- When "UI-Effect.mat" is created automatically, Unity hangs up. [\#126](https://github.com/mob-sakai/UIEffect/issues/126)
|
||||
- UICapturedEffectImage does not work with Lightweight Render Pipeline LWRP [\#125](https://github.com/mob-sakai/UIEffect/issues/125)
|
||||
|
||||
## [v2.8.1](https://github.com/mob-sakai/UIEffect/tree/v2.8.1) (2018-08-17)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.0...v2.8.1)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- \(Demo\) "Transition capture & dissolve" is incorrect [\#119](https://github.com/mob-sakai/UIEffect/issues/119)
|
||||
|
||||
## [v2.8.0](https://github.com/mob-sakai/UIEffect/tree/v2.8.0) (2018-08-14)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.7.1...v2.8.0)
|
||||
|
||||
* Create a screen transition!
|
||||
![8 -08-2018 19-29-38](https://user-images.githubusercontent.com/12690315/43832265-dbdecc98-9b41-11e8-8ab5-9f49420a6a16.gif)
|
||||
|
||||
* Some updates make UIEffectCapturedImage easier to use!
|
||||
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- UIEffectCapturedImage: Supports 'ScreenSpace - Overlay' [\#115](https://github.com/mob-sakai/UIEffect/issues/115)
|
||||
- UIEffectCapturedImage: Keep aspect ratio [\#114](https://github.com/mob-sakai/UIEffect/issues/114)
|
||||
- UIEffectCapturedImage: 'Capture on enable' option [\#113](https://github.com/mob-sakai/UIEffect/issues/113)
|
||||
- UITransitionEffect: Change transition texture [\#111](https://github.com/mob-sakai/UIEffect/issues/111)
|
||||
|
||||
**Closed issues:**
|
||||
|
||||
- UIEffectCapturedImage: change parameter name `keepCanvasSize` to `fitToScreen` [\#116](https://github.com/mob-sakai/UIEffect/issues/116)
|
||||
|
||||
## [v2.7.1](https://github.com/mob-sakai/UIEffect/tree/v2.7.1) (2018-08-06)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.7.0...v2.7.1)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- In v2.7.0, UIEffectCapturedImage is flipped vertically on Windows [\#112](https://github.com/mob-sakai/UIEffect/issues/112)
|
||||
|
||||
## [v2.7.0](https://github.com/mob-sakai/UIEffect/tree/v2.7.0) (2018-07-26)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.2...v2.7.0)
|
||||
|
||||
UIHsvModifier: Modify hue, saturation, and value as you like!
|
||||
![](https://user-images.githubusercontent.com/12690315/43200006-d6e2bf54-904e-11e8-9f22-0c0f9ce5912f.gif)
|
||||
|
||||
* Note: `Hue` mode in UIEffect component will be obsolete in the near future. Please use UIHsvModifier component instead.
|
||||
* Note: `Cutoff` and `Mono` mode in UIEffect component will be obsolete in the near future. Please use UITransitionEffect component instead.
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- UIEffectCapturedImage: Support target RenderTexture to use external component [\#108](https://github.com/mob-sakai/UIEffect/issues/108)
|
||||
- Transition effect as other component [\#105](https://github.com/mob-sakai/UIEffect/issues/105)
|
||||
- Use multi-pass blurring to capture screenshot [\#96](https://github.com/mob-sakai/UIEffect/issues/96)
|
||||
- Feature: HSV modifier [\#44](https://github.com/mob-sakai/UIEffect/issues/44)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- UIEffectCapturedImage: ColorMode is not working [\#109](https://github.com/mob-sakai/UIEffect/issues/109)
|
||||
- UIDissolve is not maskable [\#101](https://github.com/mob-sakai/UIEffect/issues/101)
|
||||
|
||||
## [v2.6.2](https://github.com/mob-sakai/UIEffect/tree/v2.6.2) (2018-07-18)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.1...v2.6.2)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Shader has compile errors in D3D9 or D3D11\_9X\(WSA\) [\#99](https://github.com/mob-sakai/UIEffect/issues/99)
|
||||
|
||||
## [v2.6.1](https://github.com/mob-sakai/UIEffect/tree/v2.6.1) (2018-06-14)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.0...v2.6.1)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Errors occurred on build \(v2.6.0\) [\#90](https://github.com/mob-sakai/UIEffect/issues/90)
|
||||
|
||||
## [v2.6.0](https://github.com/mob-sakai/UIEffect/tree/v2.6.0) (2018-06-14)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.2...v2.6.0)
|
||||
|
||||
Blurring effect has been improved about 6 times faster!
|
||||
![](https://user-images.githubusercontent.com/12690315/41393724-08420b1e-6fe2-11e8-8741-721789c2d029.png)
|
||||
|
||||
You can change noise texture for dissolve effect from inspector or script!
|
||||
![](https://user-images.githubusercontent.com/12690315/41397570-99bda636-6fef-11e8-827b-932d7a8e74c1.gif)
|
||||
|
||||
|
||||
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Improve blurring performance [\#88](https://github.com/mob-sakai/UIEffect/issues/88)
|
||||
- Separate the effect with a character [\#86](https://github.com/mob-sakai/UIEffect/issues/86)
|
||||
- Change dissolve texture [\#75](https://github.com/mob-sakai/UIEffect/issues/75)
|
||||
|
||||
**Closed issues:**
|
||||
|
||||
- Change BlurMode correctly [\#84](https://github.com/mob-sakai/UIEffect/issues/84)
|
||||
- Refactoring to prepare v3.0.0 [\#83](https://github.com/mob-sakai/UIEffect/issues/83)
|
||||
- Change ColorMode correctly [\#51](https://github.com/mob-sakai/UIEffect/issues/51)
|
||||
|
||||
## [v2.5.2](https://github.com/mob-sakai/UIEffect/tree/v2.5.2) (2018-06-07)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.1...v2.5.2)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- When `UIEFFECT\_SEPARATE` symbol is defined, UIDissolve does not work well [\#85](https://github.com/mob-sakai/UIEffect/issues/85)
|
||||
|
||||
## [v2.5.1](https://github.com/mob-sakai/UIEffect/tree/v2.5.1) (2018-05-31)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.0...v2.5.1)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Fix demo [\#82](https://github.com/mob-sakai/UIEffect/issues/82)
|
||||
|
||||
## [v2.5.0](https://github.com/mob-sakai/UIEffect/tree/v2.5.0) (2018-05-31)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.4.1...v2.5.0)
|
||||
|
||||
Shiny effect has been update!
|
||||
|
||||
![v2.5.0](https://user-images.githubusercontent.com/12690315/40654533-8877c99c-6379-11e8-8ae7-b91995fc230b.gif)
|
||||
|
||||
* NOTE: `UIEffect.shadow***` will be obsolete in the near future. Please use `UIShadow` component instead.
|
||||
* NOTE: `UIEffect.custom***` will be obsolete in the near future. Please use `UICustomEffect` component (experimental) instead.
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- UIDissolve: Play effect from script/inspector [\#81](https://github.com/mob-sakai/UIEffect/issues/81)
|
||||
- UIShiny: Play effect from script/inspector [\#80](https://github.com/mob-sakai/UIEffect/issues/80)
|
||||
- During play mode, you can change the effect type, color type, and blur type \(in Editor\) [\#73](https://github.com/mob-sakai/UIEffect/issues/73)
|
||||
- Add shadow effect as other component [\#72](https://github.com/mob-sakai/UIEffect/issues/72)
|
||||
- UIShiny : Visual update [\#68](https://github.com/mob-sakai/UIEffect/issues/68)
|
||||
- Add Custom effect as other component [\#60](https://github.com/mob-sakai/UIEffect/issues/60)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- UIDissolve: When width=1 and location=0, image is lacked [\#79](https://github.com/mob-sakai/UIEffect/issues/79)
|
||||
|
||||
**Closed issues:**
|
||||
|
||||
- UIEffect inherit UIEffectBase [\#74](https://github.com/mob-sakai/UIEffect/issues/74)
|
||||
- Change directory structure [\#56](https://github.com/mob-sakai/UIEffect/issues/56)
|
||||
|
||||
## [v2.4.1](https://github.com/mob-sakai/UIEffect/tree/v2.4.1) (2018-05-29)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.4.0...v2.4.1)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- UIEffectCapturedImage: The result image is flipped vertically [\#69](https://github.com/mob-sakai/UIEffect/issues/69)
|
||||
|
||||
## [v2.4.0](https://github.com/mob-sakai/UIEffect/tree/v2.4.0) (2018-05-21)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.2...v2.4.0)
|
||||
|
||||
UIDissolve has been updated!
|
||||
|
||||
![v2.4.0](https://user-images.githubusercontent.com/12690315/40294019-a0bfb8aa-5d0e-11e8-8451-873502db6a99.gif)
|
||||
![editor](https://user-images.githubusercontent.com/12690315/40294212-9e1b1ce2-5d0f-11e8-88ce-78a8c0523dc2.png)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- UIDissolve: Add color mode option. [\#64](https://github.com/mob-sakai/UIEffect/issues/64)
|
||||
|
||||
## [v2.3.2](https://github.com/mob-sakai/UIEffect/tree/v2.3.2) (2018-05-21)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.1...v2.3.2)
|
||||
|
||||
**Closed issues:**
|
||||
|
||||
- Fixed: UIEffectCapturedImage: When iteration count is even. the result image is flipped vertically \(other method\) [\#65](https://github.com/mob-sakai/UIEffect/issues/65)
|
||||
|
||||
## [v2.3.1](https://github.com/mob-sakai/UIEffect/tree/v2.3.1) (2018-05-10)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.0...v2.3.1)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- UIEffectCapturedImage: When iteration count is even. the result image is flipped vertically \(on Windows\) [\#62](https://github.com/mob-sakai/UIEffect/issues/62)
|
||||
|
||||
## [v2.3.0](https://github.com/mob-sakai/UIEffect/tree/v2.3.0) (2018-05-08)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.2.0...v2.3.0)
|
||||
|
||||
New components has been available!
|
||||
|
||||
* **UIShiny** : Shiny effect WITHOUT Mask component. This will suppress extra draw calls and improve performance.
|
||||
* **UIDissolve** : Dissolve effect WITHOUT material instancing. This will suppress extra draw calls and improve performance.
|
||||
* **UIFlip** : Flip graphic horizontal/vertical.
|
||||
|
||||
![v2.3.0](https://user-images.githubusercontent.com/12690315/40706142-cb98d2d0-6427-11e8-96fc-5cc5fd9c553a.gif)
|
||||
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Feature: Flip horizontal/vertical [\#47](https://github.com/mob-sakai/UIEffect/issues/47)
|
||||
- Feature: Dissolve [\#45](https://github.com/mob-sakai/UIEffect/issues/45)
|
||||
- Feature: Shining effect [\#9](https://github.com/mob-sakai/UIEffect/issues/9)
|
||||
|
||||
## [v2.2.0](https://github.com/mob-sakai/UIEffect/tree/v2.2.0) (2018-04-12)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.1.0...v2.2.0)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Feature: Customize shader/material. You can create a custom ui shader and control it with UIEffct. [\#46](https://github.com/mob-sakai/UIEffect/issues/46)
|
||||
- Feature: UIEffectCapturedImage supports keep canvas size. [\#54](https://github.com/mob-sakai/UIEffect/issues/54)
|
||||
- Feature: UIEffectCapturedImage supports `Quality Type` to easy setup. [\#53](https://github.com/mob-sakai/UIEffect/issues/53)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Bug: Color effect on shadow is incorrect. [\#55](https://github.com/mob-sakai/UIEffect/issues/55)
|
||||
|
||||
**Closed issues:**
|
||||
|
||||
- Change: Reduce the pixelation effect when tone level = 1. [\#57](https://github.com/mob-sakai/UIEffect/issues/57)
|
||||
|
||||
## [v2.1.0](https://github.com/mob-sakai/UIEffect/tree/v2.1.0) (2018-04-04)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.0.0...v2.1.0)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Feature: UIEffectCapturedImage support iterative operation [\#48](https://github.com/mob-sakai/UIEffect/issues/48)
|
||||
|
||||
## [v2.0.0](https://github.com/mob-sakai/UIEffect/tree/v2.0.0) (2018-01-25)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.6.1...v2.0.0)
|
||||
|
||||
**Breaking changes:**
|
||||
|
||||
- Important: Unity 5.3.x & 5.4.x are no longer supported. [\#40](https://github.com/mob-sakai/UIEffect/issues/40)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Improve: Reduce the materials. Too many effect materials are exist. [\#15](https://github.com/mob-sakai/UIEffect/issues/15)
|
||||
|
||||
**Closed issues:**
|
||||
|
||||
- Change: Change namespace to Coffee.UIExtensions [\#6](https://github.com/mob-sakai/UIEffect/issues/6)
|
||||
|
||||
## [v1.6.1](https://github.com/mob-sakai/UIEffect/tree/v1.6.1) (2018-01-25)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.6.0...v1.6.1)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Bug: Cannot access protected member `UnityEngine.UI.BaseMeshEffect.graphic` [\#41](https://github.com/mob-sakai/UIEffect/issues/41)
|
||||
|
||||
## [v1.6.0](https://github.com/mob-sakai/UIEffect/tree/v1.6.0) (2018-01-18)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.5.1...v1.6.0)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Bug: Pixelization is incorrect. [\#34](https://github.com/mob-sakai/UIEffect/issues/34)
|
||||
|
||||
**Closed issues:**
|
||||
|
||||
- Change: UIEffect inherit BaseMeshEffect. [\#35](https://github.com/mob-sakai/UIEffect/issues/35)
|
||||
- Change: Blur level range to \[0-1\] [\#32](https://github.com/mob-sakai/UIEffect/issues/32)
|
||||
- Change: ShadowMode -\> ShadowStyle [\#18](https://github.com/mob-sakai/UIEffect/issues/18)
|
||||
|
||||
## [v1.5.1](https://github.com/mob-sakai/UIEffect/tree/v1.5.1) (2018-01-18)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.5.0...v1.5.1)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Bug: An error occurs when no effect is specified for UICapturedImage. [\#36](https://github.com/mob-sakai/UIEffect/issues/36)
|
||||
|
||||
## [v1.5.0](https://github.com/mob-sakai/UIEffect/tree/v1.5.0) (2018-01-16)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.4...v1.5.0)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Feature: ShadowMode 'Shadow 3' [\#11](https://github.com/mob-sakai/UIEffect/issues/11)
|
||||
- Feature: Hue [\#8](https://github.com/mob-sakai/UIEffect/issues/8)
|
||||
- Feature: Gradient [\#7](https://github.com/mob-sakai/UIEffect/issues/7)
|
||||
|
||||
## [v1.4.4](https://github.com/mob-sakai/UIEffect/tree/v1.4.4) (2018-01-16)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.3...v1.4.4)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Bug: Error has occur on edit prefab. [\#27](https://github.com/mob-sakai/UIEffect/issues/27)
|
||||
|
||||
## [v1.4.3](https://github.com/mob-sakai/UIEffect/tree/v1.4.3) (2018-01-15)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.2...v1.4.3)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Bug: Color effect is incorrect. [\#19](https://github.com/mob-sakai/UIEffect/issues/19)
|
||||
|
||||
## [v1.4.2](https://github.com/mob-sakai/UIEffect/tree/v1.4.2) (2018-01-14)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.1...v1.4.2)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Feature: ColorMode `Override` [\#12](https://github.com/mob-sakai/UIEffect/issues/12)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Bug: Error has occur OnAfterDeserialize in editor. [\#16](https://github.com/mob-sakai/UIEffect/issues/16)
|
||||
|
||||
## [v1.4.1](https://github.com/mob-sakai/UIEffect/tree/v1.4.1) (2018-01-10)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.0...v1.4.1)
|
||||
|
||||
## [v1.4.0](https://github.com/mob-sakai/UIEffect/tree/v1.4.0) (2018-01-07)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.3.0...v1.4.0)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Feature: Exclude unused shader variants from build. [\#5](https://github.com/mob-sakai/UIEffect/issues/5)
|
||||
|
||||
## [v1.3.0](https://github.com/mob-sakai/UIEffect/tree/v1.3.0) (2018-01-06)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.2.0...v1.3.0)
|
||||
|
||||
## [v1.2.0](https://github.com/mob-sakai/UIEffect/tree/v1.2.0) (2018-01-05)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.1.0...v1.2.0)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Feature: Fast multiple shadow effect. [\#2](https://github.com/mob-sakai/UIEffect/issues/2)
|
||||
|
||||
**Fixed bugs:**
|
||||
|
||||
- Pixelaration shifts to the lower right. [\#4](https://github.com/mob-sakai/UIEffect/issues/4)
|
||||
|
||||
## [v1.1.0](https://github.com/mob-sakai/UIEffect/tree/v1.1.0) (2017-08-17)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.0.0...v1.1.0)
|
||||
|
||||
**Implemented enhancements:**
|
||||
|
||||
- Feature: Pixelization effect [\#1](https://github.com/mob-sakai/UIEffect/issues/1)
|
||||
|
||||
## [v1.0.0](https://github.com/mob-sakai/UIEffect/tree/v1.0.0) (2017-03-01)
|
||||
|
||||
[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/a9c4ec4e72a055ca5e5c24f6a75c6720f0f6fd7f...v1.0.0)
|
||||
|
||||
|
||||
|
||||
\* *This Changelog was automatically generated by [github_changelog_generator](https://github.com/github-changelog-generator/github-changelog-generator)*
|
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|
||||
#if TMP_PRESENT
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro.EditorUtilities;
|
||||
using UnityEditor;
|
||||
using Coffee.UIExtensions;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System;
|
||||
|
||||
namespace Coffee.UIEffect.Editors
|
||||
{
|
||||
public class TMP_SDFShaderGUI : TMPro.EditorUtilities.TMP_SDFShaderGUI
|
||||
{
|
||||
static GUIStyle s_PanelTitle;
|
||||
Material currentMaterial;
|
||||
|
||||
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
|
||||
{
|
||||
currentMaterial = materialEditor.target as Material;
|
||||
base.OnGUI(materialEditor, properties);
|
||||
}
|
||||
|
||||
protected override void DoGUI()
|
||||
{
|
||||
if (currentMaterial.HasProperty("_FaceColor"))
|
||||
{
|
||||
base.DoGUI();
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawSpritePanel();
|
||||
}
|
||||
|
||||
var name = currentMaterial.shader.name;
|
||||
if (name.EndsWith("(UIEffect)"))
|
||||
{
|
||||
DrawEffectPanel();
|
||||
}
|
||||
else if (name.EndsWith("(UIDissolve)"))
|
||||
{
|
||||
DrawDissolvePanel();
|
||||
}
|
||||
else if (name.EndsWith("(UIShiny)"))
|
||||
{
|
||||
DrawShinyPanel();
|
||||
}
|
||||
else if (name.EndsWith("(UITransition)"))
|
||||
{
|
||||
DrawTransitionPanel();
|
||||
}
|
||||
}
|
||||
|
||||
void DrawSpritePanel()
|
||||
{
|
||||
if (BeginTmpPanel("Sprite", true))
|
||||
{
|
||||
EditorGUI.indentLevel += 1;
|
||||
DoTexture2D("_MainTex", "Texture");
|
||||
DoColor("_Color", "Color");
|
||||
EditorGUI.indentLevel -= 1;
|
||||
}
|
||||
EndTmpPanel();
|
||||
}
|
||||
|
||||
void DrawDissolvePanel()
|
||||
{
|
||||
if (BeginTmpPanel("Dissolve", true))
|
||||
{
|
||||
EditorGUI.indentLevel += 1;
|
||||
DoTexture2D("_NoiseTex", "Texture");
|
||||
DrawEnum<ColorMode>(currentMaterial);
|
||||
EditorGUI.indentLevel -= 1;
|
||||
}
|
||||
EndTmpPanel();
|
||||
}
|
||||
|
||||
void DrawShinyPanel()
|
||||
{
|
||||
}
|
||||
|
||||
void DrawTransitionPanel()
|
||||
{
|
||||
if (BeginTmpPanel("Transition", true))
|
||||
{
|
||||
EditorGUI.indentLevel += 1;
|
||||
DoTexture2D("_NoiseTex", "Texture");
|
||||
DrawEnum<UITransitionEffect.EffectMode>(currentMaterial);
|
||||
EditorGUI.indentLevel -= 1;
|
||||
}
|
||||
EndTmpPanel();
|
||||
}
|
||||
|
||||
void DrawEffectPanel()
|
||||
{
|
||||
if (BeginTmpPanel("Effect", true))
|
||||
{
|
||||
EditorGUI.indentLevel += 1;
|
||||
DrawEnum<EffectMode>(currentMaterial);
|
||||
DrawEnum<ColorMode>(currentMaterial);
|
||||
DrawEnum<BlurMode>(currentMaterial);
|
||||
DrawToggleKeyword(currentMaterial, "Advanced Blur", "EX");
|
||||
EditorGUI.indentLevel -= 1;
|
||||
}
|
||||
EndTmpPanel();
|
||||
}
|
||||
|
||||
static void DrawEnum<T>(Material mat)
|
||||
{
|
||||
Type type = typeof(T);
|
||||
string[] names = System.Enum.GetNames(type);
|
||||
int[] values = System.Enum.GetValues(type) as int[];
|
||||
|
||||
int mode = 0;
|
||||
for (int i = 0; i < names.Length; i++)
|
||||
{
|
||||
if (mat.IsKeywordEnabled(names[i].ToUpper()))
|
||||
mode = values[i];
|
||||
}
|
||||
|
||||
var newMode = EditorGUILayout.IntPopup(ObjectNames.NicifyVariableName(type.Name), mode, names, values);
|
||||
if (mode != newMode)
|
||||
{
|
||||
Array.IndexOf<int>(values, mode);
|
||||
mat.DisableKeyword(names[Array.IndexOf<int>(values, mode)].ToUpper());
|
||||
if (newMode != 0)
|
||||
mat.EnableKeyword(names[Array.IndexOf<int>(values, newMode)].ToUpper());
|
||||
}
|
||||
}
|
||||
|
||||
static void DrawToggleKeyword(Material mat, string label, string keyword)
|
||||
{
|
||||
bool value = mat.IsKeywordEnabled(keyword);
|
||||
if (EditorGUILayout.Toggle(label, value) != value)
|
||||
{
|
||||
if (value)
|
||||
mat.DisableKeyword(keyword);
|
||||
else
|
||||
mat.EnableKeyword(keyword);
|
||||
}
|
||||
}
|
||||
|
||||
static bool BeginTmpPanel(string panel, bool expanded)
|
||||
{
|
||||
if (s_PanelTitle == null)
|
||||
{
|
||||
s_PanelTitle = new GUIStyle(EditorStyles.label) { fontStyle = FontStyle.Bold };
|
||||
}
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
Rect position = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(20f, 18f));
|
||||
position.x += 20;
|
||||
position.width += 6f;
|
||||
expanded = GUI.Toggle(position, expanded, panel, s_PanelTitle);
|
||||
EditorGUI.indentLevel++;
|
||||
EditorGUI.BeginDisabledGroup(false);
|
||||
return expanded;
|
||||
}
|
||||
|
||||
static void EndTmpPanel()
|
||||
{
|
||||
EditorGUI.EndDisabledGroup();
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
}
|
||||
}
|
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Copyright 2017 mob-sakai
|
||||
|
||||
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.
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user