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160 Commits

Author SHA1 Message Date
ff3c511895 完善移植工具后 不再依赖中间项目 2024-12-27 01:42:22 +08:00
ab3b7e86f8 Merge pull request 'master' (#72) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #72
2024-12-27 01:26:31 +08:00
59b62350ea Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-27 01:25:10 +08:00
b012c50ac9 PSVita 完整程序运行基线 归档 2024-12-27 01:24:06 +08:00
37cd8b1d22 增加滤镜RetroArchMattiasCRTGlow,
filtereffect派生类现在自动加载,
StripAttribute用于标记滤镜不在某些平台自动加载
2024-12-26 23:57:28 +08:00
ALIENJACK\alien
c254f0f5bb shader实验中 2024-12-26 20:34:56 +08:00
ALIENJACK\alien
710359f538 MattiasCRT增加几个质量变体,优化MattiasCRT render代码效率 2024-12-26 15:20:11 +08:00
ALIENJACK\alien
9fb1812266 加bom 2024-12-26 14:14:13 +08:00
ALIENJACK\alien
7b29000a70 修复编译错误 2024-12-26 10:40:59 +08:00
62fbb6e11b psv中文输入,PSV暂时屏蔽滤镜,httpapi搜索处理部分 2024-12-26 02:22:56 +08:00
fca038e67d 移植问题解决 2024-12-26 00:30:59 +08:00
64b9c02ef7 低版本C#兼容 完善移植工具 2024-12-25 23:48:55 +08:00
dc9d42de5c 核心.net standard2.0 2024-12-25 23:13:07 +08:00
7ed77bb499 移除StreamAssets 2024-12-25 22:42:02 +08:00
4a75cae653 移植工具宏 2024-12-25 22:38:55 +08:00
7f2792bbdc Merge pull request 'master' (#71) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #71
2024-12-25 22:33:20 +08:00
acd4c69ae4 加个异常 2024-12-25 22:32:54 +08:00
ALIENJACK\alien
d9a5f40190 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-25 20:48:37 +08:00
ALIENJACK\alien
c0af4d4009 重构代码,解耦上层逻辑强依赖virtualnes核心逻辑 2024-12-25 20:48:26 +08:00
51a4419d25 完善 服务器 玩家更换slotidx 2024-12-25 20:25:55 +08:00
3bbc24fc91 Merge pull request 'master' (#70) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #70
2024-12-25 20:00:09 +08:00
ALIENJACK\alien
13cadd90a0 增加房主创建房间成功后,将本地的手柄连接设置同步到服务器的机制 2024-12-25 19:56:11 +08:00
ALIENJACK\alien
ecdfd507d9 实现按键自动请求空闲位置 2024-12-25 18:41:16 +08:00
886422e8ea PSVita 输入法事件处理 2024-12-25 18:35:38 +08:00
ALIENJACK\alien
02693523a3 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
# Conflicts:
#	AxibugEmuOnline.Client/Assets/Script/AppMain/UI/OverlayUI/OverlayManager.cs
2024-12-25 18:23:48 +08:00
ALIENJACK\alien
55b0752c2f Add UTF8-BOM 2024-12-25 18:19:19 +08:00
ALIENJACK\alien
a0c5da7a07 AppRoom部分接口变化 2024-12-25 18:18:42 +08:00
a3cce34044 fixed psv ime 2024-12-25 18:14:29 +08:00
4792b7da98 PSVita输入框索尼lib,房间更换槽位接口,服务端Room fixed 2024-12-25 18:09:40 +08:00
4c42b40199 Merge pull request 'master' (#69) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #69
2024-12-25 15:11:31 +08:00
ALIENJACK\alien
bac3e514b6 滤镜预览功能适配滤镜机制修改 2024-12-25 14:43:25 +08:00
ALIENJACK\alien
91ca428269 滤镜机制参数修改,不再限制源纹理要求rendertexture类型 2024-12-25 14:42:50 +08:00
ALIENJACK\alien
f129651e99 移除冗余脚本 2024-12-25 14:41:35 +08:00
ALIENJACK\alien
35548687d0 修复报错 2024-12-25 14:28:34 +08:00
e21093d419 像素对齐 2024-12-25 13:52:00 +08:00
5f1fbdd41f Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-25 01:05:55 +08:00
94fb19c4db 移除postprocess包 2024-12-25 01:05:18 +08:00
34c7eef257 移除postprocess方式的滤镜实现,改为graphics.Blit方式 2024-12-25 01:03:00 +08:00
80f4e950e0 更换HaoYueNet网络库版本 更换新版本 2024-12-25 00:49:06 +08:00
063e256c35 axihttp fixed 2024-12-24 23:36:49 +08:00
42a5e31557 axihttp 线程管理 2024-12-24 23:35:32 +08:00
de897936a2 fixed 2024-12-24 23:00:08 +08:00
160867b037 程序集 2024-12-24 22:50:18 +08:00
d57e3c3382 axihttp图片下载问题 2024-12-24 22:48:55 +08:00
4fbfd2cfc1 修复nes默认手柄键位未正确初始化的bug 2024-12-24 21:52:23 +08:00
68155d69ff 修复工程报错,以及RomItem下拉速度过快可能报错的bug 2024-12-24 21:46:31 +08:00
294e6ac177 slotidx预制体资源 2024-12-24 16:17:19 +08:00
e5e7beb52c 还原一些readyonly项 2024-12-23 01:16:23 +08:00
f705b947c3 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-23 01:06:41 +08:00
8191ff4b57 主项目 - 低版本C# 兼容 (考虑PSV) 2024-12-23 01:06:27 +08:00
7c1a2af6f0 取消对核心的低版本C#修改,使用dll standard2.0版本 2024-12-20 20:18:41 +08:00
af82cff70a 主工程 VirtualNes.Core核心低版本C#兼容 2024-12-20 18:44:55 +08:00
765b62c7cc VirtualNes.Core核心低版本C#兼容 2024-12-20 17:57:29 +08:00
ad5d2cf35a VirtualNes.Core核心低版本C#兼容 2024-12-20 17:24:09 +08:00
3e91952330 服务器分配玩家位置 2024-12-20 13:52:34 +08:00
7c5934bc6b 客户端 2024-12-20 12:11:02 +08:00
9f3c8ea7c5 Merge pull request 'master' (#68) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #68
2024-12-20 12:09:49 +08:00
ALIENJACK\alien
e5f0816061 XMBTopGroup重命名为XMBInfoBar,不再局限于右上角UI管理
GamingChanger.cs和NormalChanger.cs不再属于legacy了,因为InputSystem已经作废了:)
2024-12-20 11:06:08 +08:00
ALIENJACK\alien
6022cafe64 XMBTopGroup.prefab从LaunchUI.prefab的嵌套结构中脱离
处理部分代码文件的编码文件
部分代码经过了rider调教
2024-12-20 10:52:39 +08:00
abddf3c0b5 服务器重构玩家位置管理,使其可以一对多手柄位联机,以及切换位置等协议 2024-12-20 01:04:40 +08:00
417390227c Merge pull request 'master' (#67) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #67
2024-12-19 20:46:38 +08:00
ALIENJACK\alien
7092797481 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-19 20:36:19 +08:00
ALIENJACK\alien
557dd0e870 本地手柄和游戏内手柄插槽抽象机制实现 2024-12-19 20:36:04 +08:00
6d4acb5698 程序集不使用GUID引用 2024-12-19 16:06:22 +08:00
bdd5415839 完善移植工具 2024-12-19 16:00:45 +08:00
de1d81536b 采集 2024-12-19 15:13:03 +08:00
4fdd142c13 .. 2024-12-19 14:55:59 +08:00
d38802dac0 移植工具 2024-12-19 14:34:18 +08:00
69cfd7969f Merge pull request 'master' (#66) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #66
2024-12-19 00:47:13 +08:00
f609feace5 移植工具 2024-12-19 00:46:14 +08:00
21d6063290 兼容性替换工具 2024-12-19 00:00:51 +08:00
1ba9269d1c psv中间跨版本项目,初运行状态 2024-12-17 01:30:13 +08:00
6c6761c4e3 尝试TCP纯原生平替HTTP异步下载和接口请求,支持PSVita 2024-12-16 23:50:00 +08:00
ALIENJACK\alien
ea5fb508e3 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 20:33:18 +08:00
ALIENJACK\alien
07bb092839 更换自动创建房间事件 2024-12-13 20:33:09 +08:00
30dd2ee9aa 其他玩家下线 清理其手柄位的键值 2024-12-13 19:19:11 +08:00
183ec611e1 用户名修改客户端事件 2024-12-13 19:10:52 +08:00
e9428e2cc6 Merge pull request '游戏内滤镜设置增加取消滤镜功能' (#65) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #65
2024-12-13 18:38:11 +08:00
fe616214a9 房间逻辑 Tips 自动起昵称 2024-12-13 18:36:43 +08:00
ALIENJACK\alien
c5ff8fd4ae Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 17:56:07 +08:00
1d3a602dd6 房间事件完善 和 提示Tips 2024-12-13 17:55:44 +08:00
ALIENJACK\alien
7123103fd6 玩家自行启动游戏时,如果还未登录成功,将会在登录成功后自动创建房间(从加入房间的入口创建游戏时不会触发这个逻辑) 2024-12-13 17:52:23 +08:00
ALIENJACK\alien
839a711637 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 17:28:47 +08:00
feb5158ffe Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 17:28:12 +08:00
b6292f1d4d 登录成功失败事件 2024-12-13 17:28:02 +08:00
ALIENJACK\alien
0506120ede 游戏内滤镜设置增加取消滤镜功能 2024-12-13 17:06:25 +08:00
f923d14100 Merge pull request 'shader include' (#64) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #64
2024-12-13 16:08:25 +08:00
ALIENJACK\alien
48c27553e1 shader include 2024-12-13 16:07:16 +08:00
9fa862441a Merge pull request 'master' (#63) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #63
2024-12-13 16:03:59 +08:00
ALIENJACK\alien
382322c8c8 预览功能替换预览图片 2024-12-13 16:01:48 +08:00
ALIENJACK\alien
b5942edc22 修复bug,删除冗余资源 2024-12-13 15:46:59 +08:00
ALIENJACK\alien
cac6ec0f9b Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 15:42:55 +08:00
51385dca36 ui微调 2024-12-13 15:42:37 +08:00
ALIENJACK\alien
ce0cf563d4 添加一个滤镜 2024-12-13 15:42:26 +08:00
ALIENJACK\alien
e23ea483c9 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-13 13:38:58 +08:00
ALIENJACK\alien
f9a2e82cd0 Merge branch 'master' of http://git.axibug.com/alienjack/AxibugEmuOnline
# Conflicts:
#	AxibugEmuOnline.Client/Assets/Script/AppMain/Filter/FixingPixelArtGrille/FixingPixelArtGrille.cs
2024-12-13 13:38:48 +08:00
ALIENJACK\alien
ed91d48cc8 加utf8-bom 2024-12-13 13:37:49 +08:00
bdc26c7fe5 Merge pull request 'master' (#62) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #62
2024-12-12 09:47:11 +08:00
3e1f5b9de8 实现PopMsg UI 2024-12-11 22:45:16 +08:00
f8cbdc1df7 目录结构调整撞上了pull... 2024-12-11 21:29:19 +08:00
2dc84085eb 代码目录结构调整 2024-12-11 21:21:27 +08:00
5b9cb9bc5e 房间完善,游戏列表统计 2024-12-11 11:12:14 +08:00
54cf6e695b Merge pull request '项目设置中包含滤镜shader' (#61) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #61
2024-12-10 12:51:46 +08:00
e74c04adc9 提交Unity6相关设置文件 2024-12-09 21:31:54 +08:00
ALIENJACK\alien
26cb57b2f1 项目设置中包含滤镜shader 2024-12-09 16:35:11 +08:00
2094bda9db psvita 归档 2024-12-08 21:50:52 +08:00
a40052ade3 netfix 2024-12-06 19:10:15 +08:00
4d70b44c8e t stat
-:q::Qqq;Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
2024-12-06 18:13:07 +08:00
752ed0b955 进入房间bug desu 2024-12-06 18:12:31 +08:00
ae3471fd5e Merge pull request 'master' (#60) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #60
2024-12-06 18:10:47 +08:00
ALIENJACK\alien
ee65797a6a 修复进入房间时,netreply中的帧数未重置的问题 2024-12-06 18:09:29 +08:00
ALIENJACK\alien
5ecdf999d3 修复meta版本被unity6修改的问题,滤镜代码改为unity2020可用版本 2024-12-06 17:45:05 +08:00
ALIENJACK\alien
94eda481f9 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-06 17:19:17 +08:00
ALIENJACK\alien
3eee3b1c63 Merge branch 'master' of http://git.axibug.com/alienjack/AxibugEmuOnline 2024-12-06 17:18:12 +08:00
ALIENJACK\alien
9049d905c8 unity 材质球修改了材质球序列化 2024-12-06 17:17:57 +08:00
a04495dfee join 2024-12-06 15:09:19 +08:00
d6fa9772b9 侧边栏UI增加可编辑值的选项类型,滤镜预设现在已支持参数的修改 2024-12-05 01:31:28 +08:00
c421466b84 优化侧边栏菜单 UI细节 2024-12-04 23:15:05 +08:00
4722473896 提交遗漏的文件 2024-12-04 21:27:21 +08:00
ALIENJACK\alien
cc281a9ea2 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-04 16:05:35 +08:00
ALIENJACK\alien
14f5621827 当游戏暂停时,中断音频处理 2024-12-04 16:05:21 +08:00
135517065e VitrualNes.Core 核心从Unity里迁移到.NetStandard 2.0独立项目 2024-12-04 15:17:28 +08:00
ALIENJACK\alien
12a8b94050 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-04 15:13:36 +08:00
ALIENJACK\alien
b5950fca9c 移除打包场景中的缺失项 2024-12-04 15:13:20 +08:00
ALIENJACK\alien
69ae1ed949 移除废物 2024-12-04 15:08:35 +08:00
dc9963a431 video cpu渲染模式描述 2024-12-04 14:34:00 +08:00
29f231a3be readme 2024-12-04 14:28:49 +08:00
5b5da2767e Merge pull request 'master' (#59) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #59
2024-12-04 14:28:12 +08:00
ALIENJACK\alien
ace25f4a3f Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-12-04 14:25:23 +08:00
ALIENJACK\alien
4b855c5695 videoProvider增加了cpu计算输出图像的开关 2024-12-04 14:25:09 +08:00
404c70ab09 同步动态提前量 | 公网联机体验调整 | 跳帧规则 2024-12-04 13:54:30 +08:00
075d6c1427 移除Coffee UI特效包中的TMP支持shader,滤镜系统完善,virtuanes核心移除多余命名空间引用 2024-12-04 00:04:31 +08:00
ALIENJACK\alien
8239e70c9e 修复一个room房间进入过快可能导致报错的bug 2024-12-03 20:16:10 +08:00
02e94317e4 testflag 2024-12-03 20:05:12 +08:00
d1ded3446d Merge pull request 'master' (#58) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #58
2024-12-03 19:49:20 +08:00
ALIENJACK\alien
0783d7d90e 新增一个滤镜MattiasCRT,滤镜文件夹位置移动 2024-12-03 19:35:36 +08:00
ALIENJACK\alien
c3d0bce281 修改遗漏的字体 2024-12-03 18:09:15 +08:00
ALIENJACK\alien
946141ed61 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline
# Conflicts:
#	AxibugEmuOnline.Client/Assets/Scene/AxibugEmuOnline.Client.unity
2024-12-03 18:05:53 +08:00
4a56c1a74d PS3字体 2024-11-29 16:36:26 +08:00
ALIENJACK\alien
7233e17888 侧边栏UI迭代,支持无限次级菜单套娃 2024-11-29 09:56:40 +08:00
ALIENJACK\alien
2ecf190107 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-29 09:56:02 +08:00
11eb77724e 忽略 2024-11-28 20:18:00 +08:00
36293af2b1 数据库结构 2024-11-28 19:56:31 +08:00
4d3a19df2a 游戏收藏,客户端接口,服务端协议,webapi 2024-11-28 19:54:59 +08:00
e9aac3072d 统计 2024-11-28 18:01:27 +08:00
4a97e69409 统计功能 2024-11-28 17:31:19 +08:00
029044cc0e 用户通知 | 改名| 用户管理 | 以及前后端逻辑 2024-11-28 16:55:12 +08:00
ALIENJACK\alien
fd853f3723 滤镜功能迭代 2024-11-28 16:33:00 +08:00
1ffe9e79c0 Merge pull request 'master' (#57) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: #57
2024-11-28 10:13:51 +08:00
ALIENJACK\alien
490a5584d8 修改滤镜设置图标 2024-11-28 10:11:59 +08:00
ALIENJACK\alien
84d7112c90 增加滤镜预览功能 2024-11-28 10:08:49 +08:00
ALIENJACK\alien
d05b2018eb 滤镜设置UI添加,修复bug 2024-11-27 13:30:56 +08:00
ALIENJACK\alien
73a5b9d258 完成滤镜系统初步抽象 2024-11-27 11:28:51 +08:00
ALIENJACK\alien
adde033fa1 滤镜参数可调 2024-11-26 20:30:02 +08:00
ALIENJACK\alien
e0a87a2737 Legacy改名,不再使用inputsystem 2024-11-26 17:18:20 +08:00
ALIENJACK\alien
d7269175cd fuck InputSystem! 2024-11-26 16:54:51 +08:00
ALIENJACK\alien
08bdb552c9 引入滤镜 2024-11-22 18:59:48 +08:00
ALIENJACK\alien
ae66360466 Merge branch 'master' of http://git.axibug.com/sin365/AxibugEmuOnline 2024-11-21 20:32:58 +08:00
ALIENJACK\alien
c316d77f6a UI输入系统已接入InputSystem 2024-11-21 20:32:41 +08:00
ALIENJACK\alien
3d7142ec04 引入inputsystem 2024-11-21 17:41:53 +08:00
2107 changed files with 460268 additions and 31208 deletions

11
.gitignore vendored
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@ -13,7 +13,10 @@
/AxibugEmuOnline.Client/ProjectSettings/ProjectVersion.txt
/AxibugEmuOnline.Client/ProjectSettings/AutoStreamingSettings.asset
/AxibugEmuOnline.Client/Logs
/virtuanessrc097-master/save
/virtuanessrc097-master/.vs
/virtuanessrc097-master/Debug
/virtuanessrc097-master/VirtuaNES.ini
/virtuanessrc097-master
/AxibugEmuOnline.Server/config.cfg
/AxibugEmuOnline.Server/bin/
/AxibugEmuOnline.Client/.editorconfig
/AxibugEmuOnline.Client/*.user
/AxibugEmuOnline.Client/.idea

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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 1045b92cbd63c45bab65c540449a8ad3
guid: 43be319af7abfac409964f3b557a7558
folderAsset: yes
DefaultImporter:
externalObjects: {}

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@ -0,0 +1 @@
namespace AxibugCom { public class AxiCanvasScaler : UnityEngine.UI.CanvasScaler {} }

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namespace AxibugCom { public class AxiContentSizeFitter : UnityEngine.UI.ContentSizeFitter {} }

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namespace AxibugCom { public class AxiEventSystem : UnityEngine.EventSystems.EventSystem {} }

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namespace AxibugCom { public class AxiGraphicRaycaster : UnityEngine.UI.GraphicRaycaster {} }

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namespace AxibugCom { public class AxiHorizontalLayoutGroup : UnityEngine.UI.HorizontalLayoutGroup {} }

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namespace AxibugCom { public class AxiImage : UnityEngine.UI.Image {} }

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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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namespace AxibugCom { public class AxiScrollRect : UnityEngine.UI.ScrollRect {} }

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namespace AxibugCom { public class AxiShadow : UnityEngine.UI.Shadow {} }

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namespace AxibugCom { public class AxiSlider : UnityEngine.UI.Slider {} }

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namespace AxibugCom { public class AxiStandaloneInputModule : UnityEngine.EventSystems.StandaloneInputModule {} }

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namespace AxibugCom { public class AxiText : UnityEngine.UI.Text {} }

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namespace AxibugCom { public class AxiVerticalLayoutGroup : UnityEngine.UI.VerticalLayoutGroup {} }

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using UnityEngine;
using System.Collections.Generic;
using System;
using UnityEngine.Profiling;
public class Debugger : MonoBehaviour
{
/// <summary>
/// 是否允许调试
/// </summary>
public bool AllowDebugging = true;
private DebugType _debugType = DebugType.Console;
private List<LogData> _logInformations = new List<LogData>();
private int _currentLogIndex = -1;
private int _infoLogCount = 0;
private int _warningLogCount = 0;
private int _errorLogCount = 0;
private int _fatalLogCount = 0;
private bool _showInfoLog = true;
private bool _showWarningLog = true;
private bool _showErrorLog = true;
private bool _showFatalLog = true;
private Vector2 _scrollLogView = Vector2.zero;
private Vector2 _scrollCurrentLogView = Vector2.zero;
private Vector2 _scrollSystemView = Vector2.zero;
private bool _expansion = false;
private Rect _windowRect = new Rect(0, 0, 100, 60);
private int _fps = 0;
private Color _fpsColor = Color.white;
private int _frameNumber = 0;
private float _lastShowFPSTime = 0f;
private void Start()
{
DontDestroyOnLoad(this.gameObject);
if (AllowDebugging)
{
Application.logMessageReceived += LogHandler;
}
}
private void Update()
{
if (AllowDebugging)
{
_frameNumber += 1;
float time = Time.realtimeSinceStartup - _lastShowFPSTime;
if (time >= 1)
{
_fps = (int)(_frameNumber / time);
_frameNumber = 0;
_lastShowFPSTime = Time.realtimeSinceStartup;
}
}
}
private void OnDestory()
{
if (AllowDebugging)
{
Application.logMessageReceived -= LogHandler;
}
}
bool bUnityWaterFrist = false;
private void LogHandler(string condition, string stackTrace, LogType type)
{
if (condition.Contains("UnityWater") || stackTrace.Contains("UnityWater"))
{
if(bUnityWaterFrist)
return;
bUnityWaterFrist = true;
}
LogData log = new LogData();
log.time = DateTime.Now.ToString("HH:mm:ss");
log.message = condition;
log.stackTrace = stackTrace;
if (type == LogType.Assert)
{
log.type = "Fatal";
_fatalLogCount += 1;
}
else if (type == LogType.Exception || type == LogType.Error)
{
log.type = "Error";
_errorLogCount += 1;
}
else if (type == LogType.Warning)
{
log.type = "Warning";
_warningLogCount += 1;
}
else if (type == LogType.Log)
{
log.type = "Info";
_infoLogCount += 1;
}
_logInformations.Add(log);
if (_warningLogCount > 0)
{
_fpsColor = Color.yellow;
}
if (_errorLogCount > 0)
{
_fpsColor = Color.red;
}
}
private void OnGUI()
{
if (AllowDebugging)
{
if (_expansion)
{
_windowRect = GUI.Window(0, _windowRect, ExpansionGUIWindow, "DEBUGGER");
}
else
{
_windowRect = GUI.Window(0, _windowRect, ShrinkGUIWindow, "DEBUGGER");
}
}
}
private void ExpansionGUIWindow(int windowId)
{
GUI.DragWindow(new Rect(0, 0, 10000, 20));
#region title
GUILayout.BeginHorizontal();
GUI.contentColor = _fpsColor;
if (GUILayout.Button("FPS:" + _fps, GUILayout.Height(30)))
{
_expansion = false;
_windowRect.width = 100;
_windowRect.height = 60;
}
GUI.contentColor = (_debugType == DebugType.Console ? Color.white : Color.gray);
if (GUILayout.Button("Console", GUILayout.Height(30)))
{
_debugType = DebugType.Console;
}
GUI.contentColor = (_debugType == DebugType.Memory ? Color.white : Color.gray);
if (GUILayout.Button("Memory", GUILayout.Height(30)))
{
_debugType = DebugType.Memory;
}
GUI.contentColor = (_debugType == DebugType.System ? Color.white : Color.gray);
if (GUILayout.Button("System", GUILayout.Height(30)))
{
_debugType = DebugType.System;
}
GUI.contentColor = (_debugType == DebugType.Screen ? Color.white : Color.gray);
if (GUILayout.Button("Screen", GUILayout.Height(30)))
{
_debugType = DebugType.Screen;
}
GUI.contentColor = (_debugType == DebugType.Quality ? Color.white : Color.gray);
if (GUILayout.Button("Quality", GUILayout.Height(30)))
{
_debugType = DebugType.Quality;
}
GUI.contentColor = (_debugType == DebugType.Environment ? Color.white : Color.gray);
if (GUILayout.Button("Environment", GUILayout.Height(30)))
{
_debugType = DebugType.Environment;
}
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
#endregion
#region console
if (_debugType == DebugType.Console)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("Clear"))
{
_logInformations.Clear();
_fatalLogCount = 0;
_warningLogCount = 0;
_errorLogCount = 0;
_infoLogCount = 0;
_currentLogIndex = -1;
_fpsColor = Color.white;
}
GUI.contentColor = (_showInfoLog ? Color.white : Color.gray);
_showInfoLog = GUILayout.Toggle(_showInfoLog, "Info [" + _infoLogCount + "]");
GUI.contentColor = (_showWarningLog ? Color.white : Color.gray);
_showWarningLog = GUILayout.Toggle(_showWarningLog, "Warning [" + _warningLogCount + "]");
GUI.contentColor = (_showErrorLog ? Color.white : Color.gray);
_showErrorLog = GUILayout.Toggle(_showErrorLog, "Error [" + _errorLogCount + "]");
GUI.contentColor = (_showFatalLog ? Color.white : Color.gray);
_showFatalLog = GUILayout.Toggle(_showFatalLog, "Fatal [" + _fatalLogCount + "]");
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
_scrollLogView = GUILayout.BeginScrollView(_scrollLogView, "Box", GUILayout.Height(165));
for (int i = 0; i < _logInformations.Count; i++)
{
bool show = false;
Color color = Color.white;
switch (_logInformations[i].type)
{
case "Fatal":
show = _showFatalLog;
color = Color.red;
break;
case "Error":
show = _showErrorLog;
color = Color.red;
break;
case "Info":
show = _showInfoLog;
color = Color.white;
break;
case "Warning":
show = _showWarningLog;
color = Color.yellow;
break;
default:
break;
}
if (show)
{
GUILayout.BeginHorizontal();
if (GUILayout.Toggle(_currentLogIndex == i, ""))
{
_currentLogIndex = i;
}
GUI.contentColor = color;
GUILayout.Label("[" + _logInformations[i].type + "] ");
GUILayout.Label("[" + _logInformations[i].time + "] ");
GUILayout.Label(_logInformations[i].message);
GUILayout.FlexibleSpace();
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
}
}
GUILayout.EndScrollView();
_scrollCurrentLogView = GUILayout.BeginScrollView(_scrollCurrentLogView, "Box", GUILayout.Height(100));
if (_currentLogIndex != -1)
{
GUILayout.Label(_logInformations[_currentLogIndex].message + "\r\n\r\n" + _logInformations[_currentLogIndex].stackTrace);
}
GUILayout.EndScrollView();
}
#endregion
#region memory
else if (_debugType == DebugType.Memory)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Memory Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
#if UNITY_5
GUILayout.Label("总内存:" + Profiler.GetTotalReservedMemory() / 1000000 + "MB");
GUILayout.Label("已占用内存:" + Profiler.GetTotalAllocatedMemory() / 1000000 + "MB");
GUILayout.Label("空闲中内存:" + Profiler.GetTotalUnusedReservedMemory() / 1000000 + "MB");
GUILayout.Label("总Mono堆内存" + Profiler.GetMonoHeapSize() / 1000000 + "MB");
GUILayout.Label("已占用Mono堆内存" + Profiler.GetMonoUsedSize() / 1000000 + "MB");
#endif
#if UNITY_7
GUILayout.Label("总内存:" + Profiler.GetTotalReservedMemoryLong() / 1000000 + "MB");
GUILayout.Label("已占用内存:" + Profiler.GetTotalAllocatedMemoryLong() / 1000000 + "MB");
GUILayout.Label("空闲中内存:" + Profiler.GetTotalUnusedReservedMemoryLong() / 1000000 + "MB");
GUILayout.Label("总Mono堆内存" + Profiler.GetMonoHeapSizeLong() / 1000000 + "MB");
GUILayout.Label("已占用Mono堆内存" + Profiler.GetMonoUsedSizeLong() / 1000000 + "MB");
#endif
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("卸载未使用的资源"))
{
Resources.UnloadUnusedAssets();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("使用GC垃圾回收"))
{
GC.Collect();
}
GUILayout.EndHorizontal();
}
#endregion
#region system
else if (_debugType == DebugType.System)
{
GUILayout.BeginHorizontal();
GUILayout.Label("System Information");
GUILayout.EndHorizontal();
_scrollSystemView = GUILayout.BeginScrollView(_scrollSystemView, "Box");
GUILayout.Label("操作系统:" + SystemInfo.operatingSystem);
GUILayout.Label("系统内存:" + SystemInfo.systemMemorySize + "MB");
GUILayout.Label("处理器:" + SystemInfo.processorType);
GUILayout.Label("处理器数量:" + SystemInfo.processorCount);
GUILayout.Label("显卡:" + SystemInfo.graphicsDeviceName);
GUILayout.Label("显卡类型:" + SystemInfo.graphicsDeviceType);
GUILayout.Label("显存:" + SystemInfo.graphicsMemorySize + "MB");
GUILayout.Label("显卡标识:" + SystemInfo.graphicsDeviceID);
GUILayout.Label("显卡供应商:" + SystemInfo.graphicsDeviceVendor);
GUILayout.Label("显卡供应商标识码:" + SystemInfo.graphicsDeviceVendorID);
GUILayout.Label("设备模式:" + SystemInfo.deviceModel);
GUILayout.Label("设备名称:" + SystemInfo.deviceName);
GUILayout.Label("设备类型:" + SystemInfo.deviceType);
GUILayout.Label("设备标识:" + SystemInfo.deviceUniqueIdentifier);
GUILayout.EndScrollView();
}
#endregion
#region screen
else if (_debugType == DebugType.Screen)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Screen Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
GUILayout.Label("DPI" + Screen.dpi);
GUILayout.Label("分辨率:" + Screen.currentResolution.ToString());
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("全屏"))
{
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height, !Screen.fullScreen);
}
GUILayout.EndHorizontal();
}
#endregion
#region Quality
else if (_debugType == DebugType.Quality)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Quality Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
string value = "";
if (QualitySettings.GetQualityLevel() == 0)
{
value = " [最低]";
}
else if (QualitySettings.GetQualityLevel() == QualitySettings.names.Length - 1)
{
value = " [最高]";
}
GUILayout.Label("图形质量:" + QualitySettings.names[QualitySettings.GetQualityLevel()] + value);
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("降低一级图形质量"))
{
QualitySettings.DecreaseLevel();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("提升一级图形质量"))
{
QualitySettings.IncreaseLevel();
}
GUILayout.EndHorizontal();
}
#endregion
#region Environment
else if (_debugType == DebugType.Environment)
{
GUILayout.BeginHorizontal();
GUILayout.Label("Environment Information");
GUILayout.EndHorizontal();
GUILayout.BeginVertical("Box");
GUILayout.Label("项目名称:" + Application.productName);
#if UNITY_5
GUILayout.Label("项目ID" + Application.bundleIdentifier);
#endif
#if UNITY_7
GUILayout.Label("项目ID" + Application.identifier);
#endif
GUILayout.Label("项目版本:" + Application.version);
GUILayout.Label("Unity版本" + Application.unityVersion);
GUILayout.Label("公司名称:" + Application.companyName);
GUILayout.EndVertical();
GUILayout.BeginHorizontal();
if (GUILayout.Button("退出程序"))
{
Application.Quit();
}
GUILayout.EndHorizontal();
}
#endregion
}
private void ShrinkGUIWindow(int windowId)
{
GUI.DragWindow(new Rect(0, 0, 10000, 20));
GUI.contentColor = _fpsColor;
if (GUILayout.Button("FPS:" + _fps, GUILayout.Width(80), GUILayout.Height(30)))
{
_expansion = true;
_windowRect.width = 600;
_windowRect.height = 360;
}
GUI.contentColor = Color.white;
}
}
public struct LogData
{
public string time;
public string type;
public string message;
public string stackTrace;
}
public enum DebugType
{
Console,
Memory,
System,
Screen,
Quality,
Environment
}

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using AxibugEmuOnline.Client.ClientCore;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using static AxibugEmuOnline.Client.HttpAPI;
public class PSVLauncher : MonoBehaviour
{
public UnityEngine.UI.Button btnInfo;
public UnityEngine.UI.Button InitAPP;
public UnityEngine.UI.Button btnHttpTest;
public UnityEngine.UI.Button btnHttpTest10;
public UnityEngine.UI.Button btnTaskTest;
public UnityEngine.UI.Button btnTaskTest2;
public UnityEngine.UI.Button btnPSVHUD;
public UnityEngine.UI.Button btnStart;
void Awake()
{
DontDestroyOnLoad(this);
btnInfo.onClick.AddListener(() =>
{
Debug.Log($"SystemInfo.deviceUniqueIdentifier ->" + SystemInfo.deviceUniqueIdentifier);
Debug.Log($"systemLanguage ->" + UnityEngine.PSVita.Utility.systemLanguage);
Debug.Log($"skuFlags ->" + UnityEngine.PSVita.Utility.skuFlags);
}
);
InitAPP.onClick.AddListener(() =>
{
App.Init(new AxibugEmuOnline.Client.Initer());
});
btnHttpTest.onClick.AddListener(() => StartCoroutine(StartNetInit()));
btnHttpTest10.onClick.AddListener(() =>
{
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
StartCoroutine(StartNetInit());
}
);
btnTaskTest.onClick.AddListener(() =>
{
PSVThread.DoTask(() => DoWork(null));
//Task task = new Task(() =>
//{
// Thread.Sleep(1000);
// Debug.Log($"{Thread.CurrentThread.ManagedThreadId}->{1000}");
// Thread.Sleep(1000);
// Debug.Log($"{Thread.CurrentThread.ManagedThreadId}->{2000}");
//});
//task.Start();
});
btnPSVHUD.onClick.AddListener(() => {
UnityEngine.PSVita.Diagnostics.enableHUD = true;
});
btnTaskTest2.onClick.AddListener(() =>
{
ThreadPool.QueueUserWorkItem(DoWork);
}
);
btnStart.onClick.AddListener(()
=>
{
SceneManager.LoadScene("AxibugEmuOnline.Client");
});
}
static void DoWork(object state)
{
// 这里是线程池中的工作代码
Debug.Log($"thread id: {Thread.CurrentThread.ManagedThreadId} start");
// 模拟一些工作
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;
}
}

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#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;
}
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#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]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]")]
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]")]
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]")]
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]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();
}
}
}
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{
"name": "AxibugEmuOnline.Editor",
"rootNamespace": "AxibugEmuOnline.Editors",
"references": [
"AxibugEmuOnline.Client"
],
"includePlatforms": [
"Editor"
],
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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
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (!Application.isPlaying) return;
var dispacather = target as CommandDispatcher;
IReadOnlyList<CommandExecuter> normal; IReadOnlyList<CommandExecuter> solo;
dispacather.GetRegisters(out normal, out solo);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("NORMAL");
foreach (var item in normal)
{
Draw(item);
}
EditorGUILayout.EndVertical();
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("SOLO");
foreach (var item in solo)
{
Draw(item);
}
EditorGUILayout.EndVertical();
EditorGUILayout.LabelField(dispacather.Current.Name);
Repaint();
}
private void Draw(CommandExecuter item)
{
EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
using (new EditorGUI.DisabledGroupScope(!item.Enable))
EditorGUILayout.ObjectField(item.gameObject, typeof(GameObject), false);
EditorGUILayout.EndHorizontal();
}
}
}

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{
"name": "AxiReplay"
}

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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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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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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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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);
}
}
}
}

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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
}
}
}

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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
}
}
}

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# 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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