├── Wall Guide.png
├── Assets
├── Editor
│ ├── UI.meta
│ ├── Scripts
│ │ ├── ILightEffect.cs
│ │ ├── ILightEffect.cs.meta
│ │ ├── LightSequence.cs.meta
│ │ ├── LightSequenceHelper.cs.meta
│ │ └── LightSequenceHelper.cs
│ ├── SpawnSound.cs.meta
│ ├── Waypoint.cs.meta
│ ├── ride_light.fbx
│ ├── ProjectManager.cs.meta
│ ├── SittingType.cs.meta
│ ├── AttractionType.cs.meta
│ ├── GizmoRenderers
│ │ ├── FootprintRenderer.cs.meta
│ │ ├── IHandleRenderer.cs.meta
│ │ ├── WaypointRenderer.cs.meta
│ │ ├── IHandleRenderer.cs
│ │ ├── TrainRenderer.cs.meta
│ │ ├── GridRenderer.cs.meta
│ │ ├── SeatRenderer.cs.meta
│ │ ├── SignRenderer.cs.meta
│ │ ├── WallRenderer.cs.meta
│ │ ├── IGizmoRenderer.cs.meta
│ │ ├── BoundingBoxRenderer.cs.meta
│ │ ├── IGizmoRenderer.cs
│ │ ├── FootprintRenderer.cs
│ │ ├── SeatRenderer.cs
│ │ ├── SignRenderer.cs
│ │ └── GridRenderer.cs
│ ├── UI
│ │ ├── AssetHandlers
│ │ │ ├── CustomAssetHandler.cs.meta
│ │ │ ├── ParticleEffectAssetHandler.cs.meta
│ │ │ ├── TVAssetHandler.cs.meta
│ │ │ ├── BenchAssetHandler.cs.meta
│ │ │ ├── DecoAssetHandler.cs.meta
│ │ │ ├── DefaultAssetHandler.cs.meta
│ │ │ ├── FenceAssetHandler.cs.meta
│ │ │ ├── FlatRideAssetHandler.cs.meta
│ │ │ ├── IAssetTypeHandler.cs.meta
│ │ │ ├── SeatAssetHandler.cs.meta
│ │ │ ├── SignAssetHandler.cs.meta
│ │ │ ├── TrainAssetHandler.cs.meta
│ │ │ ├── WallAssetHandler.cs.meta
│ │ │ ├── ImageSignAssetHandler.cs.meta
│ │ │ ├── DefaultAssetHandler.cs
│ │ │ ├── IAssetTypeHandler.cs
│ │ │ ├── SignAssetHandler.cs
│ │ │ ├── TVAssetHandler.cs
│ │ │ ├── BenchAssetHandler.cs
│ │ │ ├── CustomAssetHandler.cs
│ │ │ ├── ImageSignAssetHandler.cs
│ │ │ ├── FenceAssetHandler.cs
│ │ │ ├── WallAssetHandler.cs
│ │ │ └── SeatAssetHandler.cs
│ │ ├── AssetHandlers.meta
│ │ ├── LightSequenceEditorWindow.cs.meta
│ │ ├── AutoSave.cs.meta
│ │ ├── AssetEditorWindow.cs.meta
│ │ ├── NewProjectWindow.cs.meta
│ │ ├── AutoSave.cs
│ │ └── NewProjectWindow.cs
│ ├── CoasterRestraints.cs
│ ├── Scripts.meta
│ ├── RideLight.mat.meta
│ ├── Compression.meta
│ ├── Utility.meta
│ ├── GizmoRenderers.meta
│ ├── CustomLighting.cginc.meta
│ ├── SceneViewGhost.shader.meta
│ ├── RideLight.shader.meta
│ ├── SceneViewGhostMaterial.mat.meta
│ ├── AspectRatio.cs.meta
│ ├── CoasterCar.cs.meta
│ ├── WallBlock.cs
│ ├── CoasterRestraints.cs.meta
│ ├── CustomColorSlot.cs
│ ├── SittingType.cs
│ ├── Asset.cs.meta
│ ├── Project.cs.meta
│ ├── AssetPack.cs.meta
│ ├── AssetType.cs.meta
│ ├── CustomColor.cs.meta
│ ├── WallBlock.cs.meta
│ ├── CustomColor.cs
│ ├── Utility
│ │ ├── Utility.cs.meta
│ │ ├── AssetImporter.cs.meta
│ │ ├── BoundingBox.cs.meta
│ │ ├── AssetImporter.cs
│ │ └── BoundingBox.cs
│ ├── AssetPackSerializer.cs.meta
│ ├── Compression
│ │ └── ArchiveHelper.cs.meta
│ ├── InvalidProjectNameException.cs.meta
│ ├── ProjectAlreadyExistsException.cs.meta
│ ├── CustomColorSlot.cs.meta
│ ├── EditorHandles_UnityInternal.cs.meta
│ ├── AspectRatio.cs
│ ├── AssetType.cs
│ ├── SpawnSound.cs
│ ├── AttractionType.cs
│ ├── InvalidProjectNameException.cs
│ ├── ProjectAlreadyExistsException.cs
│ ├── CustomLighting.cginc
│ ├── SceneViewGhostMaterial.mat
│ ├── Project.cs
│ ├── CoasterCar.cs
│ ├── Waypoint.cs
│ ├── SceneViewGhost.shader
│ ├── RideLight.mat
│ └── RideLight.shader
├── Resources
│ ├── preview.png
│ ├── Textures
│ │ ├── 256palette.tga
│ │ └── 256palette.tga.meta
│ ├── Reference Objects
│ │ ├── bin_modguide.fbx
│ │ ├── tv_modguide.fbx
│ │ ├── bench_modguide.fbx
│ │ ├── crate_modguide.fbx
│ │ ├── fence_modguide.fbx
│ │ ├── lamp_modguide.fbx
│ │ ├── sign_modguide.fbx
│ │ ├── wall_modguide.fbx
│ │ ├── fence_modguide_post.fbx
│ │ ├── reference_cube_1unit.fbx
│ │ ├── reference_guest_sitting.fbx
│ │ ├── Tracks
│ │ │ ├── giga
│ │ │ │ ├── track_giga_mockup.fbx
│ │ │ │ └── track_giga_mockup.fbx.meta
│ │ │ ├── mini
│ │ │ │ ├── track_mini_mockup.fbx
│ │ │ │ └── track_mini_mockup.fbx.meta
│ │ │ ├── flying
│ │ │ │ └── track_flying_MOCK.fbx
│ │ │ ├── junior
│ │ │ │ ├── track_junior_MOCK.fbx
│ │ │ │ └── track_junior_MOCK.fbx.meta
│ │ │ ├── raptor
│ │ │ │ ├── rmc_track_MOCKUP.fbx
│ │ │ │ └── rmc_track_MOCKUP.fbx.meta
│ │ │ ├── alpine
│ │ │ │ ├── track_alpine_MOCKUP.fbx
│ │ │ │ └── track_alpine_MOCKUP.fbx.meta
│ │ │ ├── minetrain
│ │ │ │ └── minetrain_MOCKUP.fbx
│ │ │ ├── powered
│ │ │ │ └── powered_track_MOCK.fbx
│ │ │ ├── wooden
│ │ │ │ ├── track_wooden_MOCKUP.fbx
│ │ │ │ └── track_wooden_MOCKUP.fbx.meta
│ │ │ ├── accelerator
│ │ │ │ ├── track_accel_mockup.fbx
│ │ │ │ ├── track_accel_launcher_mockup.fbx
│ │ │ │ └── track_accel_mockup.fbx.meta
│ │ │ ├── bobsled
│ │ │ │ ├── track_bobsled_MOCKUP.fbx
│ │ │ │ ├── track_bobsled_lift_MOCKUP.fbx
│ │ │ │ └── track_bobsled_lift_MOCKUP.fbx.meta
│ │ │ ├── looping
│ │ │ │ ├── track_steel_straight.fbx
│ │ │ │ └── track_steel_straight.fbx.meta
│ │ │ ├── standup
│ │ │ │ ├── standup_track_MOCKUP.fbx
│ │ │ │ └── standup_track_MOCKUP.fbx.meta
│ │ │ ├── suspended
│ │ │ │ ├── track_suspended_ref.fbx
│ │ │ │ └── track_suspended_ref.fbx.meta
│ │ │ ├── wildmouse
│ │ │ │ ├── wildmouse_trackmockup1.fbx
│ │ │ │ └── wildmouse_trackmockup2.fbx
│ │ │ ├── wing
│ │ │ │ ├── wingcoaster_track_straight.fbx
│ │ │ │ └── wingcoaster_track_straight.fbx.meta
│ │ │ ├── inverted
│ │ │ │ ├── box_track_inverted_mockup.fbx
│ │ │ │ └── box_track_inverted_mockup.fbx.meta
│ │ │ ├── watercoaster
│ │ │ │ ├── track_watercoaster_MOCKUP.fbx
│ │ │ │ └── track_watercoaster_MOCKUP_CHUTE.fbx
│ │ │ ├── verticaldrop
│ │ │ │ ├── verticaldrop_track_01_mockup.fbx
│ │ │ │ └── verticaldrop_track_02_mockup.fbx
│ │ │ ├── wooden.meta
│ │ │ ├── alpine.meta
│ │ │ ├── bobsled.meta
│ │ │ ├── flying.meta
│ │ │ ├── giga.meta
│ │ │ ├── junior.meta
│ │ │ ├── looping.meta
│ │ │ ├── mini.meta
│ │ │ ├── powered.meta
│ │ │ ├── raptor.meta
│ │ │ ├── standup.meta
│ │ │ ├── wing.meta
│ │ │ ├── accelerator.meta
│ │ │ ├── inverted.meta
│ │ │ ├── minetrain.meta
│ │ │ ├── suspended.meta
│ │ │ ├── verticaldrop.meta
│ │ │ ├── watercoaster.meta
│ │ │ └── wildmouse.meta
│ │ ├── reference_guest_sitting_bench.fbx
│ │ ├── reference_guest_sitting_flat.fbx
│ │ ├── reference_guest_sitting_horse.fbx
│ │ ├── reference_guest_sitting_kart.fbx
│ │ ├── reference_guest_sitting_pedaling.fbx
│ │ ├── reference_guest_sitting_steeple_front.fbx
│ │ ├── reference_guest_sitting_monorailcoaster.fbx
│ │ ├── Materials
│ │ │ ├── tv_image.mat.meta
│ │ │ ├── SignTextMaterial.mat.meta
│ │ │ ├── defaultMat.mat.meta
│ │ │ ├── defaultMat.mat
│ │ │ ├── tv_image.mat
│ │ │ └── SignTextMaterial.mat
│ │ ├── Materials.meta
│ │ ├── Tracks.meta
│ │ ├── reference_cube_1unit.fbx.meta
│ │ └── reference_guest.obj.meta
│ ├── Shaders.meta
│ ├── Materials.meta
│ ├── Triggered Objects.meta
│ ├── Materials
│ │ ├── reference_guest.mtl.meta
│ │ ├── CustomColorsGlossy.mat.meta
│ │ ├── Diffuse.mat.meta
│ │ ├── SignText.mat.meta
│ │ ├── Specular.mat.meta
│ │ ├── TVImage.mat.meta
│ │ ├── CustomColorsSpecular.mat.meta
│ │ ├── CustomColorsDiffuse.mat.meta
│ │ ├── CustomColorsSpecularTransparent.mat.meta
│ │ ├── CustomColorsDiffuseTransparent.mat.meta
│ │ ├── CustomColorsDiffuseIllum.mat.meta
│ │ ├── CustomColorsSpecularIllum.mat.meta
│ │ ├── TVImage.mat
│ │ ├── SignText.mat
│ │ ├── Diffuse.mat
│ │ ├── Specular.mat
│ │ ├── CustomColorsGlossy.mat
│ │ ├── CustomColorsSpecular.mat
│ │ ├── CustomColorsDiffuse.mat
│ │ ├── CustomColorsDiffuseIllum.mat
│ │ ├── CustomColorsDiffuseTransparent.mat
│ │ ├── CustomColorsSpecularIllum.mat
│ │ └── CustomColorsSpecularTransparent.mat
│ ├── Textures.meta
│ ├── Flat Rides.meta
│ ├── Reference Objects.meta
│ ├── Shaders
│ │ ├── CustomColorsMaskedDiffuse.shader.meta
│ │ ├── CustomColorsMaskedSpecular.shader.meta
│ │ ├── CustomColorsMaskedDiffuseCutout.shader.meta
│ │ ├── CustomColorsMaskedDiffuse.shader
│ │ ├── CustomColorsMaskedSpecular.shader
│ │ └── CustomColorsMaskedDiffuseCutout.shader
│ ├── Flat Rides
│ │ └── FlatRideAnimator.controller.meta
│ ├── Triggered Objects
│ │ └── TriggeredObjectAnimator.controller.meta
│ └── preview.png.meta
├── UnityPackages.meta
├── UnityPackages
│ ├── JsonNet-Lite.meta
│ ├── JsonNet-Lite.unitypackage.json.meta
│ ├── JsonNet-Lite
│ │ ├── Newtonsoft.Json.dll
│ │ ├── Newtonsoft.Json.dll.mdb
│ │ ├── Newtonsoft.Json.dll.mdb.meta
│ │ └── Newtonsoft.Json.dll.meta
│ ├── SharpZipLib
│ │ ├── ICSharpCode.SharpZipLib.dll
│ │ └── ICSharpCode.SharpZipLib.dll.meta
│ ├── SharpZipLib.meta
│ └── JsonNet-Lite.unitypackage.json
├── Editor.meta
├── Resources.meta
└── GameObjectHashMap.cs.meta
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── EditorBuildSettings.asset
├── PresetManager.asset
├── NetworkManager.asset
├── XRSettings.asset
├── VersionControlSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── AudioManager.asset
├── TagManager.asset
├── DynamicsManager.asset
├── UnityConnectSettings.asset
├── PackageManagerSettings.asset
├── EditorSettings.asset
├── Physics2DSettings.asset
├── NavMeshAreas.asset
└── GraphicsSettings.asset
├── README.md
├── .idea
└── .idea.ParkitectAssetEditor
│ └── .idea
│ ├── encodings.xml
│ ├── .gitignore
│ ├── vcs.xml
│ └── indexLayout.xml
├── ParkitectAssetEditor.Editor.csproj.DotSettings
├── .gitignore
├── .vscode
├── launch.json
└── settings.json
└── Packages
└── manifest.json
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/README.md:
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1 | # ParkitectAssetEditor
2 |
3 | The official modding tool for [Parkitect](http://www.themeparkitect.com).
4 | See the [Wiki](https://github.com/Parkitect/ParkitectAssetEditor/wiki) for how to use.
5 |
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/Assets/Resources/Reference Objects/Tracks/accelerator/track_accel_mockup.fbx:
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/accelerator/track_accel_mockup.fbx
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/Assets/Resources/Reference Objects/Tracks/bobsled/track_bobsled_MOCKUP.fbx:
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/bobsled/track_bobsled_MOCKUP.fbx
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/looping/track_steel_straight.fbx
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/standup/standup_track_MOCKUP.fbx
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/suspended/track_suspended_ref.fbx
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/reference_guest_sitting_steeple_front.fbx
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/Assets/Editor/CoasterRestraints.cs:
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1 | namespace ParkitectAssetEditor
2 | {
3 | public class CoasterRestraints
4 | {
5 | public string TransformName;
6 | public float ClosedAngle;
7 | }
8 | }
9 |
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/wildmouse/wildmouse_trackmockup1.fbx
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/Assets/Resources/Reference Objects/Tracks/wildmouse/wildmouse_trackmockup2.fbx:
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/wildmouse/wildmouse_trackmockup2.fbx
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/wing/wingcoaster_track_straight.fbx
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/Assets/Resources/Reference Objects/reference_guest_sitting_monorailcoaster.fbx:
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/reference_guest_sitting_monorailcoaster.fbx
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9 |
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/Assets/Resources/Reference Objects/Tracks/bobsled/track_bobsled_lift_MOCKUP.fbx:
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/bobsled/track_bobsled_lift_MOCKUP.fbx
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/Assets/Resources/Reference Objects/Tracks/inverted/box_track_inverted_mockup.fbx:
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/inverted/box_track_inverted_mockup.fbx
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/.idea/.idea.ParkitectAssetEditor/.idea/encodings.xml:
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1 |
2 |
3 |
4 |
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/accelerator/track_accel_launcher_mockup.fbx
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/Assets/Resources/Reference Objects/Tracks/watercoaster/track_watercoaster_MOCKUP.fbx:
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/watercoaster/track_watercoaster_MOCKUP.fbx
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4 | "VR Device User Alert"
5 | ],
6 | "m_SettingValues": [
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9 | ]
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/verticaldrop/verticaldrop_track_01_mockup.fbx
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/verticaldrop/verticaldrop_track_02_mockup.fbx
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https://raw.githubusercontent.com/Parkitect/ParkitectAssetEditor/HEAD/Assets/Resources/Reference Objects/Tracks/watercoaster/track_watercoaster_MOCKUP_CHUTE.fbx
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/.idea/.idea.ParkitectAssetEditor/.idea/.gitignore:
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1 | # Default ignored files
2 | /shelf/
3 | /workspace.xml
4 | # Rider ignored files
5 | /modules.xml
6 | /projectSettingsUpdater.xml
7 | /.idea.ParkitectAssetEditor.iml
8 | /contentModel.xml
9 |
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1 |
2 |
3 |
4 |
5 |
6 |
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1 |
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1 | namespace ParkitectAssetEditor
2 | {
3 | ///
4 | /// Which sides of a wall are blocked.
5 | ///
6 | enum WallBlock
7 | {
8 | Back = 1 << 0,
9 | Right = 1 << 1,
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11 | Left = 1 << 3
12 | }
13 | }
14 |
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1 | namespace ParkitectAssetEditor
2 | {
3 | ///
4 | /// One of the four available slots for custom colors
5 | ///
6 | enum CustomColorSlot
7 | {
8 | Color1 = 0,
9 | Color2 = 1,
10 | Color3 = 2,
11 | Color4 = 3
12 | }
13 | }
14 |
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1 | public enum SittingType {
2 | Bench = 0,
3 | NormalRide = 4,
4 | Flat = 5,
5 | Horse = 6,
6 | Car = 7,
7 | Pedaling = 8,
8 | MonorailCoaster = 9,
9 | SteepleChaseFront = 10,
10 | SteepleChaseBack = 11,
11 | Rowing = 100,
12 | StandingNormal = 1000
13 | }
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1 | namespace ParkitectAssetEditor.GizmoRenderers
2 | {
3 | interface IHandleRenderer
4 | {
5 | ///
6 | /// Renders unity handles
7 | ///
8 | /// The asset.
9 | void Handle(Asset asset);
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1 | namespace ParkitectAssetEditor
2 | {
3 | ///
4 | /// Holds a custom color for an asset.
5 | ///
6 | public class CustomColor
7 | {
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9 | public float Blue;
10 | public float Green;
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14 |
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!937362698 &1
4 | VFXManager:
5 | m_ObjectHideFlags: 0
6 | m_IndirectShader: {fileID: 0}
7 | m_CopyBufferShader: {fileID: 0}
8 | m_SortShader: {fileID: 0}
9 | m_StripUpdateShader: {fileID: 0}
10 | m_RenderPipeSettingsPath:
11 | m_FixedTimeStep: 0.016666668
12 | m_MaxDeltaTime: 0.05
13 |
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2 | guid: 2b54fb6a6ca54984db81eaff1418f687
3 | timeCreated: 1557311198
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10 | icon: {instanceID: 0}
11 | userData:
12 | assetBundleName:
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/Assets/Editor/AspectRatio.cs:
--------------------------------------------------------------------------------
1 | namespace ParkitectAssetEditor
2 | {
3 | ///
4 | /// Which sides of a wall are blocked.
5 | ///
6 | public enum AspectRatio
7 | {
8 | OneOne,
9 | TwoOne,
10 | OneTwo
11 | }
12 |
13 | public static class AspectRatioUtility
14 | {
15 | public static string[] aspectRatioNames = { "1:1", "2:1", "1:2" };
16 | }
17 | }
18 |
--------------------------------------------------------------------------------
/Assets/Editor/UI/AutoSave.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 |
3 | namespace ParkitectAssetEditor.Assets.Editor.UI
4 | {
5 | public class AssetProcessor : UnityEditor.AssetModificationProcessor
6 | {
7 | private static string[] OnWillSaveAssets(string[] paths)
8 | {
9 | if (ProjectManager.Project != null)
10 | ProjectManager.Save();
11 |
12 | return paths;
13 | }
14 | }
15 | }
16 |
--------------------------------------------------------------------------------
/ParkitectAssetEditor.Editor.csproj.DotSettings:
--------------------------------------------------------------------------------
1 |
2 | CSharp60
--------------------------------------------------------------------------------
/ProjectSettings/AudioManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!11 &1
4 | AudioManager:
5 | m_ObjectHideFlags: 0
6 | m_Volume: 1
7 | Rolloff Scale: 1
8 | Doppler Factor: 1
9 | Default Speaker Mode: 2
10 | m_SampleRate: 0
11 | m_DSPBufferSize: 0
12 | m_VirtualVoiceCount: 512
13 | m_RealVoiceCount: 32
14 | m_SpatializerPlugin:
15 | m_AmbisonicDecoderPlugin:
16 | m_DisableAudio: 0
17 | m_VirtualizeEffects: 1
18 |
--------------------------------------------------------------------------------
/Assets/UnityPackages/JsonNet-Lite.unitypackage.json:
--------------------------------------------------------------------------------
1 | {
2 | "Id": "JsonNet-Lite",
3 | "Version": "9.0.1",
4 | "Authors": [
5 | "James Newton-King"
6 | ],
7 | "Owners": [
8 | "Esun Kim"
9 | ],
10 | "Description": "Unity3D port of Json.NET which is a popular high-performance JSON framework for .NET",
11 | "Files": [
12 | "Assets/UnityPackages/JsonNet-Lite/Newtonsoft.Json.dll",
13 | "Assets/UnityPackages/JsonNet-Lite/Newtonsoft.Json.dll.mdb"
14 | ]
15 | }
--------------------------------------------------------------------------------
/Assets/Editor/UI/AssetHandlers/DefaultAssetHandler.cs:
--------------------------------------------------------------------------------
1 | namespace ParkitectAssetEditor.UI.AssetHandlers
2 | {
3 | ///
4 | /// An asset handler that does basically nothing.
5 | ///
6 | public class DefaultAssetHandler : IAssetTypeHandler
7 | {
8 | public DefaultAssetHandler(AssetType handledType)
9 | {
10 | }
11 |
12 | public void DrawDetailsSection(Asset selectedAsset)
13 | {
14 | }
15 | }
16 | }
17 |
--------------------------------------------------------------------------------
/Assets/Editor/Utility/AssetImporter.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 |
3 | namespace ParkitectAssetEditor.Utility
4 | {
5 | internal sealed class AssetImporter : AssetPostprocessor
6 | {
7 | private void OnPreprocessModel()
8 | {
9 | var importer = assetImporter as ModelImporter;
10 |
11 | importer.materialName = ModelImporterMaterialName.BasedOnMaterialName;
12 | importer.materialSearch = ModelImporterMaterialSearch.Everywhere;
13 | importer.isReadable = true;
14 | }
15 | }
16 | }
17 |
--------------------------------------------------------------------------------
/Assets/Editor/AssetType.cs:
--------------------------------------------------------------------------------
1 | namespace ParkitectAssetEditor
2 | {
3 | ///
4 | /// Asset types for .
5 | ///
6 | public enum AssetType
7 | {
8 | Deco = 0,
9 | Wall = 1,
10 | Trashbin = 2,
11 | Bench = 3,
12 | Fence = 4,
13 | Lamp = 5,
14 | Sign = 6,
15 | Tv = 7,
16 | FlatRide = 8,
17 | ImageSign = 9,
18 | Train = 10,
19 | ParticleEffect = 10001,
20 | Custom = 10002
21 | }
22 | }
23 |
--------------------------------------------------------------------------------
/Assets/Editor/SpawnSound.cs:
--------------------------------------------------------------------------------
1 | namespace ParkitectAssetEditor
2 | {
3 | public enum SpawnSound
4 | {
5 | None = 0,
6 | Bench = 1,
7 | Door = 2,
8 | Fence = 3,
9 | GenericSmall = 4,
10 | GenericMedium = 5,
11 | GenericLarge = 6,
12 | GenericMetal = 16,
13 | GenericWood = 17,
14 | Lamp = 7,
15 | PlantSmall = 18,
16 | PlantMedium = 19,
17 | PlantLarge = 20,
18 | RockSmall = 8,
19 | RockLarge = 9,
20 | Shape = 10,
21 | TrashBin = 11,
22 | TreeSmall = 12,
23 | TreeLarge = 13,
24 | Wall = 14,
25 | Window = 15,
26 | }
27 | }
28 |
--------------------------------------------------------------------------------
/Assets/Editor/UI/AssetHandlers/IAssetTypeHandler.cs:
--------------------------------------------------------------------------------
1 | namespace ParkitectAssetEditor.UI.AssetHandlers
2 | {
3 | ///
4 | /// Defines an interface that deals with a certain (new) asset type
5 | ///
6 | public interface IAssetTypeHandler
7 | {
8 | ///
9 | /// Called by
10 | /// and used to draw the detail asset settings.
11 | ///
12 | ///
13 | void DrawDetailsSection(Asset selectedAsset);
14 | }
15 | }
16 |
--------------------------------------------------------------------------------
/ProjectSettings/TagManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | serializedVersion: 2
6 | tags: []
7 | layers:
8 | - Default
9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
14 | -
15 | -
16 | -
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | m_SortingLayers:
41 | - name: Default
42 | uniqueID: 0
43 | locked: 0
44 |
--------------------------------------------------------------------------------
/Assets/Editor/UI/AssetHandlers/SignAssetHandler.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace ParkitectAssetEditor.UI.AssetHandlers
5 | {
6 | public class SignAssetHandler : IAssetTypeHandler
7 | {
8 | public void DrawDetailsSection(Asset selectedAsset)
9 | {
10 | GUILayout.Label("Sign settings:", EditorStyles.boldLabel);
11 | var text = EditorGUILayout.ObjectField("Text object:", selectedAsset.Text, typeof(GameObject), true) as GameObject;
12 |
13 | if (text != selectedAsset.Text)
14 | {
15 | selectedAsset.Text = text;
16 | text.name = "Text";
17 | }
18 | }
19 | }
20 | }
21 |
--------------------------------------------------------------------------------
/Assets/Editor/AttractionType.cs:
--------------------------------------------------------------------------------
1 | namespace ParkitectAssetEditor
2 | {
3 | public static class AttractionType
4 | {
5 | public static readonly string[] CategoryTag = new string[5]
6 | {
7 | "Attractions/Calm Rides",
8 | "Attractions/Thrill Rides",
9 | "Attractions/Coasters",
10 | "Attractions/Transport Rides",
11 | "Attractions/Water Rides"
12 | };
13 |
14 | public static readonly string[] CategoryDisplayName = new string[5]
15 | {
16 | "Calm Rides",
17 | "Thrill Rides",
18 | "Coasters",
19 | "Transport Rides",
20 | "Water Rides"
21 | };
22 | }
23 | }
--------------------------------------------------------------------------------
/Assets/Editor/UI/AssetHandlers/TVAssetHandler.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace ParkitectAssetEditor.UI.AssetHandlers
5 | {
6 | public class TVAssetHandler : IAssetTypeHandler
7 | {
8 | public void DrawDetailsSection(Asset selectedAsset)
9 | {
10 | GUILayout.Label("Tv settings:", EditorStyles.boldLabel);
11 | var screen = EditorGUILayout.ObjectField("Screen object:", selectedAsset.Screen, typeof(GameObject), true) as GameObject;
12 |
13 | if (screen != selectedAsset.Screen)
14 | {
15 | selectedAsset.Screen = screen;
16 | screen.name = "Screen";
17 | }
18 | }
19 | }
20 | }
21 |
--------------------------------------------------------------------------------
/Assets/Editor/InvalidProjectNameException.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace ParkitectAssetEditor
4 | {
5 | ///
6 | ///
7 | /// Exception for when the user gives an invalid project name.
8 | ///
9 | ///
10 | class InvalidProjectNameException : Exception
11 | {
12 | ///
13 | ///
14 | /// Initializes a new instance of the class.
15 | ///
16 | /// The message.
17 | public InvalidProjectNameException(string msg) : base(msg)
18 | {
19 |
20 | }
21 | }
22 | }
23 |
--------------------------------------------------------------------------------
/Assets/Editor/GizmoRenderers/IGizmoRenderer.cs:
--------------------------------------------------------------------------------
1 | namespace ParkitectAssetEditor.GizmoRenderers
2 | {
3 | internal interface IGizmoRenderer
4 | {
5 | ///
6 | /// Determines whether this instance can render the specified asset.
7 | ///
8 | /// The asset.
9 | ///
10 | /// true if this instance can render the specified asset; otherwise, false.
11 | ///
12 | bool CanRender(Asset asset);
13 |
14 | ///
15 | /// Renders the specified asset.
16 | ///
17 | /// The asset.
18 | void Render(Asset asset);
19 |
20 | }
21 | }
22 |
--------------------------------------------------------------------------------
/Assets/Editor/ProjectAlreadyExistsException.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace ParkitectAssetEditor
4 | {
5 | ///
6 | ///
7 | /// Exception for when a project gets initialized on a location that already exists.
8 | ///
9 | ///
10 | class ProjectAlreadyExistsException : Exception
11 | {
12 | ///
13 | ///
14 | /// Initializes a new instance of the class.
15 | ///
16 | /// The message.
17 | public ProjectAlreadyExistsException(string msg) : base(msg)
18 | {
19 | }
20 | }
21 | }
22 |
--------------------------------------------------------------------------------
/Assets/Editor/UI/AssetHandlers/BenchAssetHandler.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace ParkitectAssetEditor.UI.AssetHandlers
5 | {
6 | public class BenchAssetHandler : SeatAssetHandler
7 | {
8 | public override void DrawDetailsSection(Asset selectedAsset)
9 | {
10 | if (selectedAsset.GameObject == null)
11 | {
12 | return;
13 | }
14 |
15 | // Bench settings
16 | GUILayout.Label("Bench settings", EditorStyles.boldLabel);
17 | selectedAsset.HasBackRest = EditorGUILayout.Toggle("Has back rest: ", selectedAsset.HasBackRest);
18 |
19 | GUILayout.Space(15);
20 |
21 | base.DrawDetailsSection(selectedAsset);
22 | }
23 | }
24 | }
25 |
--------------------------------------------------------------------------------
/Assets/Editor/UI/AssetHandlers/CustomAssetHandler.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace ParkitectAssetEditor.UI.AssetHandlers
5 | {
6 | public class CustomAssetHandler : IAssetTypeHandler
7 | {
8 | public virtual void DrawDetailsSection(Asset selectedAsset)
9 | {
10 | if (selectedAsset.GameObject == null)
11 | {
12 | return;
13 | }
14 |
15 | GUILayout.Label("Custom asset settings", EditorStyles.boldLabel);
16 | selectedAsset.CustomType = EditorGUILayout.TextField("Type: ", selectedAsset.CustomType);
17 |
18 | GUILayout.Label("Data:");
19 | selectedAsset.CustomData = EditorGUILayout.TextArea(selectedAsset.CustomData);
20 | }
21 | }
22 | }
23 |
--------------------------------------------------------------------------------
/Assets/Editor/Utility/BoundingBox.cs:
--------------------------------------------------------------------------------
1 | using Newtonsoft.Json;
2 | using UnityEngine;
3 |
4 | namespace ParkitectAssetEditor.Utility
5 | {
6 | public class BoundingBox
7 | {
8 | [JsonIgnore]
9 | public Bounds Bounds;
10 |
11 |
12 | [JsonProperty("BoundsMin")]
13 | public float[] SerializedMin
14 | {
15 | get { return new float[3] { Bounds.min.x, Bounds.min.y, Bounds.min.z }; }
16 | set { Bounds.min = new Vector3(value[0], value[1], value[2]); }
17 | }
18 |
19 | [JsonProperty("BoundsMax")]
20 | public float[] SerializedMax
21 | {
22 | get { return new float[3] { Bounds.max.x, Bounds.max.y, Bounds.max.z }; }
23 | set { Bounds.max = new Vector3(value[0], value[1], value[2]); }
24 | }
25 | }
26 | }
--------------------------------------------------------------------------------
/ProjectSettings/DynamicsManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!55 &1
4 | PhysicsManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 3
7 | m_Gravity: {x: 0, y: -9.81, z: 0}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_BounceThreshold: 2
10 | m_SleepThreshold: 0.005
11 | m_DefaultContactOffset: 0.01
12 | m_DefaultSolverIterations: 6
13 | m_DefaultSolverVelocityIterations: 1
14 | m_QueriesHitBackfaces: 0
15 | m_QueriesHitTriggers: 1
16 | m_EnableAdaptiveForce: 0
17 | m_EnablePCM: 1
18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
19 | m_AutoSimulation: 1
20 |
--------------------------------------------------------------------------------
/Assets/Editor/CustomLighting.cginc:
--------------------------------------------------------------------------------
1 | // light functions are pretty much just compied from Lighting.cginc in the Unity builtin shaders, just removed the directional light color/intensity
2 | inline fixed4 UnityLambertUnlitLight (SurfaceOutput s, UnityLight light) {
3 | fixed diff = max (0, dot (s.Normal, light.dir));
4 |
5 | fixed4 c;
6 | c.rgb = s.Albedo * diff;
7 | c.a = s.Alpha;
8 | return c;
9 | }
10 |
11 | inline fixed4 LightingLambertUnlit (SurfaceOutput s, UnityGI gi) {
12 | fixed4 c;
13 | c = UnityLambertUnlitLight(s, gi.light);
14 |
15 | #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
16 | c.rgb += s.Albedo * 0.25f;
17 | #endif
18 |
19 | return c;
20 | }
21 |
22 | inline void LightingLambertUnlit_GI (
23 | SurfaceOutput s,
24 | UnityGIInput data,
25 | inout UnityGI gi) {
26 | gi = UnityGlobalIllumination (data, 1.0, s.Normal);
27 | }
--------------------------------------------------------------------------------
/Assets/UnityPackages/SharpZipLib/ICSharpCode.SharpZipLib.dll.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 4560a893a60a50b48bb37c40c7b1bc7f
3 | timeCreated: 1508314037
4 | licenseType: Free
5 | PluginImporter:
6 | serializedVersion: 2
7 | iconMap: {}
8 | executionOrder: {}
9 | isPreloaded: 0
10 | isOverridable: 0
11 | platformData:
12 | data:
13 | first:
14 | Any:
15 | second:
16 | enabled: 1
17 | settings: {}
18 | data:
19 | first:
20 | Editor: Editor
21 | second:
22 | enabled: 0
23 | settings:
24 | DefaultValueInitialized: true
25 | data:
26 | first:
27 | Windows Store Apps: WindowsStoreApps
28 | second:
29 | enabled: 0
30 | settings:
31 | CPU: AnyCPU
32 | userData:
33 | assetBundleName:
34 | assetBundleVariant:
35 |
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/ProjectSettings/UnityConnectSettings.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!310 &1
4 | UnityConnectSettings:
5 | m_ObjectHideFlags: 0
6 | m_Enabled: 0
7 | m_TestMode: 0
8 | m_TestEventUrl:
9 | m_TestConfigUrl:
10 | m_TestInitMode: 0
11 | CrashReportingSettings:
12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes
13 | m_Enabled: 0
14 | m_CaptureEditorExceptions: 1
15 | UnityPurchasingSettings:
16 | m_Enabled: 0
17 | m_TestMode: 0
18 | UnityAnalyticsSettings:
19 | m_Enabled: 0
20 | m_InitializeOnStartup: 1
21 | m_TestMode: 0
22 | m_TestEventUrl:
23 | m_TestConfigUrl:
24 | UnityAdsSettings:
25 | m_Enabled: 0
26 | m_InitializeOnStartup: 1
27 | m_TestMode: 0
28 | m_EnabledPlatforms: 4294967295
29 | m_IosGameId:
30 | m_AndroidGameId:
31 | m_GameIds: {}
32 | m_GameId:
33 | PerformanceReportingSettings:
34 | m_Enabled: 0
35 |
--------------------------------------------------------------------------------
/Assets/Editor/SceneViewGhostMaterial.mat:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!21 &2100000
4 | Material:
5 | serializedVersion: 6
6 | m_ObjectHideFlags: 0
7 | m_PrefabParentObject: {fileID: 0}
8 | m_PrefabInternal: {fileID: 0}
9 | m_Name: SceneViewGhostMaterial
10 | m_Shader: {fileID: 4800000, guid: 6dd9f19d5b54b3b4281498b333244857, type: 3}
11 | m_ShaderKeywords: PARKITECT_CHECKER PARKITECT_DITHER
12 | m_LightmapFlags: 4
13 | m_EnableInstancingVariants: 0
14 | m_DoubleSidedGI: 0
15 | m_CustomRenderQueue: -1
16 | stringTagMap: {}
17 | disabledShaderPasses: []
18 | m_SavedProperties:
19 | serializedVersion: 3
20 | m_TexEnvs:
21 | - _MainTex:
22 | m_Texture: {fileID: 0}
23 | m_Scale: {x: 1, y: 1}
24 | m_Offset: {x: 0, y: 0}
25 | m_Floats:
26 | - _Checkerboard: 1
27 | - _Cutoff: 0.2
28 | - _Dither: 9.1
29 | m_Colors:
30 | - _Color: {r: 1, g: 1, b: 1, a: 0.78431374}
31 |
--------------------------------------------------------------------------------
/Assets/Editor/UI/AssetHandlers/ImageSignAssetHandler.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace ParkitectAssetEditor.UI.AssetHandlers
5 | {
6 | public class ImageSignAssetHandler : DecoAssetHandler
7 | {
8 | public override void DrawDetailsSection(Asset _selectedAsset)
9 | {
10 | GUILayout.Label("Image Sign settings:", EditorStyles.boldLabel);
11 | var sign = EditorGUILayout.ObjectField("Sign object:", _selectedAsset.Screen, typeof(GameObject), true) as GameObject;
12 |
13 | if (sign != _selectedAsset.Screen)
14 | {
15 | _selectedAsset.Screen = sign;
16 | sign.name = "Sign";
17 | }
18 |
19 | _selectedAsset.AspectRatio = (AspectRatio)EditorGUILayout.Popup("Aspect ratio", (int)_selectedAsset.AspectRatio, AspectRatioUtility.aspectRatioNames);
20 | base.DrawDetailsSection(_selectedAsset);
21 | }
22 | }
23 | }
24 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | /[Ll]ibrary/
2 |
3 | /[Tt]emp/
4 |
5 | /[Oo]bj/
6 |
7 | /[Bb]uild/
8 |
9 | /[Bb]uilds/
10 |
11 | /Logs/
12 |
13 | /UserSettings/
14 |
15 | /Assets/AssetStoreTools*
16 |
17 | /Assets/Resources/AssetPack/
18 | /Assets/Resources/AssetPack.meta
19 |
20 | /Properties/AssemblyInfo.cs
21 |
22 |
23 | # Visual Studio 2015 cache directory
24 |
25 | /.vs/
26 |
27 |
28 |
29 | # Autogenerated VS/MD/Consulo solution and project files
30 |
31 | ExportedObj/
32 |
33 | .consulo/
34 |
35 | *.csproj
36 |
37 | *.unityproj
38 |
39 | *.sln
40 |
41 | *.suo
42 |
43 | *.tmp
44 |
45 | *.user
46 |
47 | *.userprefs
48 |
49 | *.pidb
50 |
51 | *.booproj
52 |
53 | *.svd
54 |
55 | *.pdb
56 |
57 | *.config
58 |
59 |
60 | # Unity3D generated meta files
61 |
62 | *.pidb.meta
63 |
64 |
65 |
66 | # Unity3D Generated File On Crash Reports
67 |
68 | sysinfo.txt
69 |
70 |
71 |
72 | # Builds
73 |
74 | *.apk
75 |
76 | *.unitypackage
77 |
78 |
79 |
80 | *.assetProject*
81 |
82 | *.autosave*
83 |
84 |
85 |
--------------------------------------------------------------------------------
/Assets/Editor/Project.cs:
--------------------------------------------------------------------------------
1 | namespace ParkitectAssetEditor
2 | {
3 | ///
4 | /// Struct to store general project info.
5 | ///
6 | struct Project
7 | {
8 | ///
9 | /// Path of the project directory.
10 | ///
11 | public string ProjectDirectory;
12 |
13 | ///
14 | /// Path of the mod directory.
15 | ///
16 | public string ModDirectory;
17 |
18 | ///
19 | /// Filename of the project file.
20 | ///
21 | public string ProjectFile;
22 |
23 | ///
24 | /// Filename of the autosave project file.
25 | ///
26 | public string ProjectFileAutoSave;
27 |
28 | ///
29 | /// Gets the name of the project.
30 | ///
31 | ///
32 | /// The name of the project.
33 | ///
34 | public string ProjectName;
35 | }
36 | }
37 |
--------------------------------------------------------------------------------
/ProjectSettings/PackageManagerSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!114 &1
4 | MonoBehaviour:
5 | m_ObjectHideFlags: 61
6 | m_CorrespondingSourceObject: {fileID: 0}
7 | m_PrefabInstance: {fileID: 0}
8 | m_PrefabAsset: {fileID: 0}
9 | m_GameObject: {fileID: 0}
10 | m_Enabled: 1
11 | m_EditorHideFlags: 0
12 | m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0}
13 | m_Name:
14 | m_EditorClassIdentifier:
15 | m_EnablePreviewPackages: 0
16 | m_EnablePackageDependencies: 0
17 | m_AdvancedSettingsExpanded: 1
18 | m_ScopedRegistriesSettingsExpanded: 1
19 | oneTimeWarningShown: 0
20 | m_Registries:
21 | - m_Id: main
22 | m_Name:
23 | m_Url: https://packages.unity.com
24 | m_Scopes: []
25 | m_IsDefault: 1
26 | m_Capabilities: 7
27 | m_UserSelectedRegistryName:
28 | m_UserAddingNewScopedRegistry: 0
29 | m_RegistryInfoDraft:
30 | m_ErrorMessage:
31 | m_Original:
32 | m_Id:
33 | m_Name:
34 | m_Url:
35 | m_Scopes: []
36 | m_IsDefault: 0
37 | m_Capabilities: 0
38 | m_Modified: 0
39 | m_Name:
40 | m_Url:
41 | m_Scopes:
42 | -
43 | m_SelectedScopeIndex: 0
44 |
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/.vscode/launch.json:
--------------------------------------------------------------------------------
1 | {
2 | // Use IntelliSense to learn about possible attributes.
3 | // Hover to view descriptions of existing attributes.
4 | // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
5 | "version": "0.2.0",
6 | "configurations": [
7 | {
8 | "name": "Unity Editor",
9 | "type": "unity",
10 | "path": "/c:/Work/ParkitectAssetEditor/Library/EditorInstance.json",
11 | "request": "launch"
12 | },
13 | {
14 | "name": "Windows Player",
15 | "type": "unity",
16 | "request": "launch"
17 | },
18 | {
19 | "name": "OSX Player",
20 | "type": "unity",
21 | "request": "launch"
22 | },
23 | {
24 | "name": "Linux Player",
25 | "type": "unity",
26 | "request": "launch"
27 | },
28 | {
29 | "name": "iOS Player",
30 | "type": "unity",
31 | "request": "launch"
32 | },
33 | {
34 | "name": "Android Player",
35 | "type": "unity",
36 | "request": "launch"
37 | }
38 | ]
39 | }
--------------------------------------------------------------------------------
/ProjectSettings/EditorSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!159 &1
4 | EditorSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 9
7 | m_ExternalVersionControlSupport: Visible Meta Files
8 | m_SerializationMode: 2
9 | m_LineEndingsForNewScripts: 1
10 | m_DefaultBehaviorMode: 0
11 | m_PrefabRegularEnvironment: {fileID: 0}
12 | m_PrefabUIEnvironment: {fileID: 0}
13 | m_SpritePackerMode: 0
14 | m_SpritePackerPaddingPower: 1
15 | m_EtcTextureCompressorBehavior: 0
16 | m_EtcTextureFastCompressor: 2
17 | m_EtcTextureNormalCompressor: 2
18 | m_EtcTextureBestCompressor: 5
19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmref
20 | m_ProjectGenerationRootNamespace: ParkitectAssetEditor
21 | m_CollabEditorSettings:
22 | inProgressEnabled: 1
23 | m_EnableTextureStreamingInEditMode: 1
24 | m_EnableTextureStreamingInPlayMode: 1
25 | m_AsyncShaderCompilation: 1
26 | m_EnterPlayModeOptionsEnabled: 0
27 | m_EnterPlayModeOptions: 3
28 | m_ShowLightmapResolutionOverlay: 1
29 | m_UseLegacyProbeSampleCount: 1
30 | m_AssetPipelineMode: 1
31 | m_CacheServerMode: 0
32 | m_CacheServerEndpoint:
33 | m_CacheServerNamespacePrefix: default
34 | m_CacheServerEnableDownload: 1
35 | m_CacheServerEnableUpload: 1
36 |
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/Assets/Editor/CoasterCar.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using Newtonsoft.Json;
3 | using UnityEngine;
4 |
5 | namespace ParkitectAssetEditor
6 | {
7 | public class CoasterCar
8 | {
9 | public string Guid { get; private set; }
10 |
11 | [JsonIgnore]
12 | public GameObject GameObject
13 | {
14 | get { return GameObjectHashMap.Instance.Get(Guid); }
15 | set { GameObjectHashMap.Instance.Set(Guid, value); }
16 | }
17 |
18 | public CoasterCarType CoasterCarType;
19 | public float SeatWaypointOffset = 0.2f;
20 | public float OffsetBack;
21 | public float OffsetFront;
22 | public List Restraints = new List();
23 |
24 | // spinning cars
25 | public float SpinFriction = 0.25f;
26 | public int SpinStrength = 60;
27 | public int SpinSymmetrySides = 2;
28 |
29 | // swinging cars
30 | public float SwingMaxAngle = 90;
31 | public float SwingFriction = 0.2f;
32 | public float SwingArmLength = 1.1f;
33 | public float SwingStrength = 1f;
34 |
35 |
36 | public CoasterCar(string guid)
37 | {
38 | Guid = guid;
39 | }
40 | }
41 |
42 | public enum CoasterCarType
43 | {
44 | Normal, Spinning, Swinging
45 | }
46 | }
47 |
--------------------------------------------------------------------------------
/Assets/Editor/GizmoRenderers/FootprintRenderer.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 | using UnityEngine.Rendering;
4 |
5 | namespace ParkitectAssetEditor.GizmoRenderers
6 | {
7 | public class FootprintRenderer : IGizmoRenderer
8 | {
9 | public bool CanRender(Asset asset)
10 | {
11 | return asset.Type == AssetType.FlatRide;
12 | }
13 |
14 | public void Render(Asset asset)
15 | {
16 | Vector3 topLeft = new Vector3(-((float)asset.FootprintX) / 2.0f, 0, (float)asset.FootprintZ / 2.0f) + asset.GameObject.transform.position;
17 | Vector3 topRight = new Vector3(((float)asset.FootprintX) / 2.0f, 0, (float)asset.FootprintZ / 2.0f) + asset.GameObject.transform.position;
18 | Vector3 bottomLeft = new Vector3(-((float)asset.FootprintX) / 2.0f, 0, -(float)asset.FootprintZ / 2.0f) + asset.GameObject.transform.position;
19 | Vector3 bottomRight = new Vector3(((float)asset.FootprintX) / 2.0f, 0, -(float)asset.FootprintZ / 2.0f) + asset.GameObject.transform.position;
20 |
21 | Color fill = Color.white;
22 | fill.a = 0.1f;
23 | Handles.zTest = CompareFunction.LessEqual;
24 | Handles.color = Color.white;
25 | Handles.DrawSolidRectangleWithOutline(new[] { topLeft, topRight, bottomRight, bottomLeft }, fill, Color.black);
26 | }
27 |
28 | }
29 | }
--------------------------------------------------------------------------------
/Assets/Editor/GizmoRenderers/SeatRenderer.cs:
--------------------------------------------------------------------------------
1 | namespace ParkitectAssetEditor.GizmoRenderers
2 | {
3 | ///
4 | /// Renders guests on a bench
5 | ///
6 | ///
7 | class SeatRenderer : IGizmoRenderer
8 | {
9 | ///
10 | ///
11 | /// Determines whether this instance can render the specified asset.
12 | ///
13 | /// The asset.
14 | ///
15 | /// true if this instance can render the specified asset; otherwise, false.
16 | ///
17 | public bool CanRender(Asset asset)
18 | {
19 | return asset.Type == AssetType.Bench || asset.Type == AssetType.FlatRide;
20 | }
21 |
22 | ///
23 | ///
24 | /// Renders the specified asset.
25 | ///
26 | /// The asset.
27 | public void Render(Asset asset)
28 | {
29 | SittingType sittingType = SittingType.Bench;
30 | if (asset.Type != AssetType.Bench)
31 | {
32 | sittingType = asset.SittingType;
33 | }
34 |
35 | Utility.Utility.renderSeatGizmo(asset.GameObject, sittingType);
36 | }
37 | }
38 | }
39 |
--------------------------------------------------------------------------------
/Assets/Editor/UI/AssetHandlers/FenceAssetHandler.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace ParkitectAssetEditor.UI.AssetHandlers
5 | {
6 | public class FenceAssetHandler : WallAssetHandler
7 | {
8 | public override void DrawDetailsSection(Asset selectedAsset)
9 | {
10 | // Game object drop box
11 | GUILayout.Label("Category in the deco window:", EditorStyles.boldLabel);
12 | selectedAsset.Category = EditorGUILayout.TextField("Category:", selectedAsset.Category);
13 | selectedAsset.SubCategory = EditorGUILayout.TextField("Sub category:", selectedAsset.SubCategory);
14 |
15 | var post = EditorGUILayout.ObjectField("Post:", selectedAsset.FencePost, typeof(GameObject), true) as GameObject;
16 |
17 | if (post != selectedAsset.FencePost)
18 | {
19 | post.transform.SetParent(selectedAsset.GameObject.transform);
20 | post.transform.localPosition = new Vector3(0.5f, 0, 0);
21 |
22 | if (selectedAsset.FencePost != null)
23 | {
24 | GameObject.DestroyImmediate(selectedAsset.FencePost);
25 | }
26 |
27 | selectedAsset.FencePost = post;
28 | post.name = "Post";
29 | }
30 | selectedAsset.HasMidPost = EditorGUILayout.Toggle("Has mid post: ", selectedAsset.HasMidPost);
31 |
32 |
33 | base.DrawDetailsSection(selectedAsset);
34 | }
35 | }
36 | }
37 |
--------------------------------------------------------------------------------
/Assets/Editor/GizmoRenderers/SignRenderer.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace ParkitectAssetEditor.GizmoRenderers
4 | {
5 | ///
6 | /// Renders an arrow for sign direction
7 | ///
8 | ///
9 | class SignRenderer : IGizmoRenderer
10 | {
11 | ///
12 | /// Determines whether this instance can render the specified asset.
13 | ///
14 | /// The asset.
15 | ///
16 | /// true if this instance can render the specified asset; otherwise, false.
17 | ///
18 | public bool CanRender(Asset asset)
19 | {
20 | return asset.Type == AssetType.Sign;
21 | }
22 |
23 | ///
24 | /// Renders the specified asset.
25 | ///
26 | /// The asset.
27 | public void Render(Asset asset)
28 | {
29 | Gizmos.DrawLine(asset.GameObject.transform.position - Vector3.forward / 2, asset.GameObject.transform.position + Vector3.forward / 2);
30 | Gizmos.DrawLine(asset.GameObject.transform.position - Vector3.forward / 2 + new Vector3(-0.3f, 0, 0.7f), asset.GameObject.transform.position + Vector3.forward / 2);
31 | Gizmos.DrawLine(asset.GameObject.transform.position - Vector3.forward / 2 + new Vector3(0.3f, 0, 0.7f), asset.GameObject.transform.position + Vector3.forward / 2);
32 | }
33 | }
34 | }
35 |
--------------------------------------------------------------------------------
/ProjectSettings/Physics2DSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!19 &1
4 | Physics2DSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 3
7 | m_Gravity: {x: 0, y: -9.81}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_VelocityIterations: 8
10 | m_PositionIterations: 3
11 | m_VelocityThreshold: 1
12 | m_MaxLinearCorrection: 0.2
13 | m_MaxAngularCorrection: 8
14 | m_MaxTranslationSpeed: 100
15 | m_MaxRotationSpeed: 360
16 | m_BaumgarteScale: 0.2
17 | m_BaumgarteTimeOfImpactScale: 0.75
18 | m_TimeToSleep: 0.5
19 | m_LinearSleepTolerance: 0.01
20 | m_AngularSleepTolerance: 2
21 | m_DefaultContactOffset: 0.01
22 | m_AutoSimulation: 1
23 | m_QueriesHitTriggers: 1
24 | m_QueriesStartInColliders: 1
25 | m_ChangeStopsCallbacks: 0
26 | m_CallbacksOnDisable: 1
27 | m_AlwaysShowColliders: 0
28 | m_ShowColliderSleep: 1
29 | m_ShowColliderContacts: 0
30 | m_ShowColliderAABB: 0
31 | m_ContactArrowScale: 0.2
32 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
33 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
34 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
35 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
36 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
37 |
--------------------------------------------------------------------------------
/.vscode/settings.json:
--------------------------------------------------------------------------------
1 | {
2 | "files.exclude":
3 | {
4 | "**/.DS_Store":true,
5 | "**/.git":true,
6 | "**/.gitignore":true,
7 | "**/.gitmodules":true,
8 | "**/*.booproj":true,
9 | "**/*.pidb":true,
10 | "**/*.suo":true,
11 | "**/*.user":true,
12 | "**/*.userprefs":true,
13 | "**/*.unityproj":true,
14 | "**/*.dll":true,
15 | "**/*.exe":true,
16 | "**/*.pdf":true,
17 | "**/*.mid":true,
18 | "**/*.midi":true,
19 | "**/*.wav":true,
20 | "**/*.gif":true,
21 | "**/*.ico":true,
22 | "**/*.jpg":true,
23 | "**/*.jpeg":true,
24 | "**/*.png":true,
25 | "**/*.psd":true,
26 | "**/*.tga":true,
27 | "**/*.tif":true,
28 | "**/*.tiff":true,
29 | "**/*.3ds":true,
30 | "**/*.3DS":true,
31 | "**/*.fbx":true,
32 | "**/*.FBX":true,
33 | "**/*.lxo":true,
34 | "**/*.LXO":true,
35 | "**/*.ma":true,
36 | "**/*.MA":true,
37 | "**/*.obj":true,
38 | "**/*.OBJ":true,
39 | "**/*.asset":true,
40 | "**/*.cubemap":true,
41 | "**/*.flare":true,
42 | "**/*.mat":true,
43 | "**/*.meta":true,
44 | "**/*.prefab":true,
45 | "**/*.unity":true,
46 | "build/":true,
47 | "Build/":true,
48 | "Library/":true,
49 | "library/":true,
50 | "obj/":true,
51 | "Obj/":true,
52 | "ProjectSettings/":true,
53 | "temp/":true,
54 | "Temp/":true
55 | }
56 | }
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/Assets/Editor/UI/AssetHandlers/WallAssetHandler.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace ParkitectAssetEditor.UI.AssetHandlers
6 | {
7 | public class WallAssetHandler : DecoAssetHandler
8 | {
9 | public override void DrawDetailsSection(Asset _selectedAsset)
10 | {
11 | // Category settings
12 | GUILayout.Label("Wall settings:", EditorStyles.boldLabel);
13 | _selectedAsset.Height = EditorGUILayout.FloatField("Height:", _selectedAsset.Height);
14 | var north = EditorGUILayout.Toggle("Block North", Convert.ToBoolean(_selectedAsset.WallSettings & (int)WallBlock.Forward));
15 | var east = EditorGUILayout.Toggle("Block East", Convert.ToBoolean(_selectedAsset.WallSettings & (int)WallBlock.Right));
16 | var south = EditorGUILayout.Toggle("Block South", Convert.ToBoolean(_selectedAsset.WallSettings & (int)WallBlock.Back));
17 | var west = EditorGUILayout.Toggle("Block West", Convert.ToBoolean(_selectedAsset.WallSettings & (int)WallBlock.Left));
18 |
19 | var wallSettings = 0;
20 |
21 | if (north)
22 | wallSettings |= (int)WallBlock.Forward;
23 | if (east)
24 | wallSettings |= (int)WallBlock.Right;
25 | if (south)
26 | wallSettings |= (int)WallBlock.Back;
27 | if (west)
28 | wallSettings |= (int)WallBlock.Left;
29 |
30 | _selectedAsset.WallSettings = wallSettings;
31 |
32 | base.DrawDetailsSection(_selectedAsset);
33 | }
34 | }
35 | }
36 |
--------------------------------------------------------------------------------
/Assets/Editor/Scripts/LightSequenceHelper.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | public static class LightSequenceHelper // Small AssetManager
5 | {
6 | public static Mesh Ride_LightMesh;
7 | public static Material RideLightMat;
8 |
9 | public static void LoadRideLightM()
10 | {
11 | if (RideLightMat == null)
12 | {
13 | RideLightMat = (Material)AssetDatabase.LoadAssetAtPath("Assets/Editor/RideLight.mat", typeof(Material));
14 | //Debug.Log($"Loaded Material: {RideLightMat}");
15 | }
16 | if (Ride_LightMesh == null)
17 | {
18 | Ride_LightMesh = (Mesh)AssetDatabase.LoadAssetAtPath("Assets/Editor/ride_light.fbx", typeof(Mesh));
19 | //Debug.Log($"Loaded Ride_Light Mesh: {Ride_LightMesh}");
20 | }
21 | }
22 | public static void renderLightS(GameObject gameObject) //Renders only one Ride_Light on a GameObject
23 | {
24 | LoadRideLightM();
25 |
26 | RideLightMat.SetPass(0);
27 | Graphics.DrawMeshNow(Ride_LightMesh, gameObject.transform.position, gameObject.transform.rotation);
28 | RideLightMat.SetPass(1);
29 | Graphics.DrawMeshNow(Ride_LightMesh, gameObject.transform.position, gameObject.transform.rotation);
30 | }
31 |
32 | public static Transform recursiveFindTransform(Transform transform, string childname)
33 | {
34 | foreach (Transform componentsInChild in transform.GetComponentsInChildren(true))
35 | {
36 | if (componentsInChild.gameObject.name.Equals(childname))
37 | return componentsInChild;
38 | }
39 | return (Transform)null;
40 | }
41 | }
42 |
43 |
--------------------------------------------------------------------------------
/ProjectSettings/NavMeshAreas.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!126 &1
4 | NavMeshProjectSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | areas:
8 | - name: Walkable
9 | cost: 1
10 | - name: Not Walkable
11 | cost: 1
12 | - name: Jump
13 | cost: 2
14 | - name:
15 | cost: 1
16 | - name:
17 | cost: 1
18 | - name:
19 | cost: 1
20 | - name:
21 | cost: 1
22 | - name:
23 | cost: 1
24 | - name:
25 | cost: 1
26 | - name:
27 | cost: 1
28 | - name:
29 | cost: 1
30 | - name:
31 | cost: 1
32 | - name:
33 | cost: 1
34 | - name:
35 | cost: 1
36 | - name:
37 | cost: 1
38 | - name:
39 | cost: 1
40 | - name:
41 | cost: 1
42 | - name:
43 | cost: 1
44 | - name:
45 | cost: 1
46 | - name:
47 | cost: 1
48 | - name:
49 | cost: 1
50 | - name:
51 | cost: 1
52 | - name:
53 | cost: 1
54 | - name:
55 | cost: 1
56 | - name:
57 | cost: 1
58 | - name:
59 | cost: 1
60 | - name:
61 | cost: 1
62 | - name:
63 | cost: 1
64 | - name:
65 | cost: 1
66 | - name:
67 | cost: 1
68 | - name:
69 | cost: 1
70 | - name:
71 | cost: 1
72 | m_LastAgentTypeID: -887442657
73 | m_Settings:
74 | - serializedVersion: 2
75 | agentTypeID: 0
76 | agentRadius: 0.5
77 | agentHeight: 2
78 | agentSlope: 45
79 | agentClimb: 0.75
80 | ledgeDropHeight: 0
81 | maxJumpAcrossDistance: 0
82 | minRegionArea: 2
83 | manualCellSize: 0
84 | cellSize: 0.16666667
85 | manualTileSize: 0
86 | tileSize: 256
87 | accuratePlacement: 0
88 | m_SettingNames:
89 | - Humanoid
90 |
--------------------------------------------------------------------------------
/Assets/Resources/Shaders/CustomColorsMaskedDiffuse.shader:
--------------------------------------------------------------------------------
1 | Shader "Parkitect/CustomColorsMaskedDiffuse"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
6 | _MaskTex ("Mask (RGBA)", 2D) = "white" {}
7 | }
8 | SubShader
9 | {
10 | Tags { "RenderType"="Opaque" }
11 | LOD 200
12 |
13 | CGPROGRAM
14 | // Physically based Standard lighting model, and enable shadows on all light types
15 | #pragma surface surf Standard fullforwardshadows
16 |
17 | // Use shader model 3.0 target, to get nicer looking lighting
18 | #pragma target 3.0
19 |
20 | sampler2D _MainTex;
21 |
22 | struct Input
23 | {
24 | float2 uv_MainTex;
25 | };
26 |
27 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
28 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
29 | // #pragma instancing_options assumeuniformscaling
30 | UNITY_INSTANCING_BUFFER_START(Props)
31 | // put more per-instance properties here
32 | UNITY_INSTANCING_BUFFER_END(Props)
33 |
34 | void surf (Input IN, inout SurfaceOutputStandard o)
35 | {
36 | // Albedo comes from a texture tinted by color
37 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
38 | o.Albedo = c.rgb;
39 | // Metallic and smoothness come from slider variables
40 | o.Metallic = 0;
41 | o.Smoothness = 0.5;
42 | o.Alpha = c.a;
43 | }
44 | ENDCG
45 | }
46 | FallBack "Diffuse"
47 | }
48 |
--------------------------------------------------------------------------------
/Assets/Resources/Shaders/CustomColorsMaskedSpecular.shader:
--------------------------------------------------------------------------------
1 | Shader "Parkitect/CustomColorsMaskedSpecular"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
6 | _MaskTex ("Mask (RGBA)", 2D) = "white" {}
7 | }
8 | SubShader
9 | {
10 | Tags { "RenderType"="Opaque" }
11 | LOD 200
12 |
13 | CGPROGRAM
14 | // Physically based Standard lighting model, and enable shadows on all light types
15 | #pragma surface surf Standard fullforwardshadows
16 |
17 | // Use shader model 3.0 target, to get nicer looking lighting
18 | #pragma target 3.0
19 |
20 | sampler2D _MainTex;
21 |
22 | struct Input
23 | {
24 | float2 uv_MainTex;
25 | };
26 |
27 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
28 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
29 | // #pragma instancing_options assumeuniformscaling
30 | UNITY_INSTANCING_BUFFER_START(Props)
31 | // put more per-instance properties here
32 | UNITY_INSTANCING_BUFFER_END(Props)
33 |
34 | void surf (Input IN, inout SurfaceOutputStandard o)
35 | {
36 | // Albedo comes from a texture tinted by color
37 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
38 | o.Albedo = c.rgb;
39 | // Metallic and smoothness come from slider variables
40 | o.Metallic = 0.45;
41 | o.Smoothness = 0.4;
42 | o.Alpha = c.a;
43 | }
44 | ENDCG
45 | }
46 | FallBack "Diffuse"
47 | }
48 |
--------------------------------------------------------------------------------
/Packages/manifest.json:
--------------------------------------------------------------------------------
1 | {
2 | "dependencies": {
3 | "com.unity.ide.rider": "2.0.7",
4 | "com.unity.ide.visualstudio": "2.0.12",
5 | "com.unity.ide.vscode": "1.2.4",
6 | "com.unity.test-framework": "1.1.24",
7 | "com.unity.textmeshpro": "3.0.6",
8 | "com.unity.modules.ai": "1.0.0",
9 | "com.unity.modules.androidjni": "1.0.0",
10 | "com.unity.modules.animation": "1.0.0",
11 | "com.unity.modules.assetbundle": "1.0.0",
12 | "com.unity.modules.audio": "1.0.0",
13 | "com.unity.modules.cloth": "1.0.0",
14 | "com.unity.modules.director": "1.0.0",
15 | "com.unity.modules.imageconversion": "1.0.0",
16 | "com.unity.modules.imgui": "1.0.0",
17 | "com.unity.modules.jsonserialize": "1.0.0",
18 | "com.unity.modules.particlesystem": "1.0.0",
19 | "com.unity.modules.physics": "1.0.0",
20 | "com.unity.modules.physics2d": "1.0.0",
21 | "com.unity.modules.screencapture": "1.0.0",
22 | "com.unity.modules.terrain": "1.0.0",
23 | "com.unity.modules.terrainphysics": "1.0.0",
24 | "com.unity.modules.tilemap": "1.0.0",
25 | "com.unity.modules.ui": "1.0.0",
26 | "com.unity.modules.uielements": "1.0.0",
27 | "com.unity.modules.umbra": "1.0.0",
28 | "com.unity.modules.unityanalytics": "1.0.0",
29 | "com.unity.modules.unitywebrequest": "1.0.0",
30 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
31 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
32 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
33 | "com.unity.modules.unitywebrequestwww": "1.0.0",
34 | "com.unity.modules.vehicles": "1.0.0",
35 | "com.unity.modules.video": "1.0.0",
36 | "com.unity.modules.vr": "1.0.0",
37 | "com.unity.modules.wind": "1.0.0",
38 | "com.unity.modules.xr": "1.0.0"
39 | }
40 | }
41 |
--------------------------------------------------------------------------------
/Assets/Editor/UI/AssetHandlers/SeatAssetHandler.cs:
--------------------------------------------------------------------------------
1 | using System.Linq;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace ParkitectAssetEditor.UI.AssetHandlers
6 | {
7 | public abstract class SeatAssetHandler : IAssetTypeHandler
8 | {
9 | public virtual void DrawDetailsSection(Asset selectedAsset)
10 | => Draw(selectedAsset.GameObject);
11 |
12 | protected virtual void Draw(GameObject gameObject)
13 | {
14 | if (gameObject == null)
15 | {
16 | return;
17 | }
18 |
19 | GUILayout.Label("Seats", "PreToolbar");
20 |
21 | var seats = gameObject
22 | .GetComponentsInChildren(true)
23 | .Where(transform => transform.name.StartsWith("Seat", System.StringComparison.OrdinalIgnoreCase));
24 |
25 | if (seats.Count() == 0)
26 | {
27 | EditorGUILayout.HelpBox("There are no seats yet", MessageType.Warning);
28 | }
29 | else
30 | {
31 | EditorGUILayout.LabelField("Seats found", seats.Count().ToString());
32 | }
33 |
34 | foreach (Transform seat in seats)
35 | {
36 | if (GUILayout.Button(seat.name))
37 | {
38 | EditorGUIUtility.PingObject(seat.gameObject.GetInstanceID());
39 | Selection.activeGameObject = seat.gameObject;
40 | }
41 | }
42 |
43 | if (GUILayout.Button("Add seat"))
44 | {
45 | var seat = new GameObject("Seat");
46 |
47 | seat.transform.SetParent(gameObject.transform);
48 |
49 | seat.transform.localPosition = Vector3.zero;
50 |
51 | Selection.activeGameObject = seat.gameObject;
52 | }
53 | }
54 | }
55 | }
56 |
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/Assets/Editor/GizmoRenderers/GridRenderer.cs:
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1 | using UnityEditor;
2 | using UnityEngine;
3 | using UnityEngine.Rendering;
4 |
5 | namespace ParkitectAssetEditor.GizmoRenderers
6 | {
7 | ///
8 | /// Renders a grid around decos and walls.
9 | ///
10 | ///
11 | internal class GridRenderer : IGizmoRenderer
12 | {
13 | ///
14 | /// Determines whether this instance can render the specified asset.
15 | ///
16 | /// The asset.
17 | ///
18 | /// true if this instance can render the specified asset; otherwise, false.
19 | ///
20 | public bool CanRender(Asset asset)
21 | {
22 | return asset.Type == AssetType.Deco || asset.Type == AssetType.Wall;
23 | }
24 |
25 | ///
26 | /// Renders the specified asset.
27 | ///
28 | /// The asset.
29 | public void Render(Asset asset)
30 | {
31 | var min = asset.SnapCenter ? -2.5f : -3f;
32 | var max = asset.SnapCenter ? 2.5f : 3f;
33 |
34 | Handles.zTest = CompareFunction.LessEqual;
35 |
36 | for (float x = min; x <= max; x += 1 / asset.GridSubdivision)
37 | {
38 | Handles.DrawLine(asset.GameObject.transform.position + new Vector3(x, 0, min), asset.GameObject.transform.position + new Vector3(x, 0, max));
39 | }
40 | for (float z = min; z <= max; z += 1 / asset.GridSubdivision)
41 | {
42 | Handles.DrawLine(asset.GameObject.transform.position + new Vector3(min, 0, z), asset.GameObject.transform.position + new Vector3(max, 0, z));
43 | }
44 |
45 | Handles.zTest = CompareFunction.Always;
46 | }
47 | }
48 | }
49 |
--------------------------------------------------------------------------------
/Assets/Resources/Shaders/CustomColorsMaskedDiffuseCutout.shader:
--------------------------------------------------------------------------------
1 | Shader "Parkitect/CustomColorsMaskedDiffuseCutout"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
6 | _MaskTex ("Mask (RGBA)", 2D) = "white" {}
7 | _Cutoff("Alpha cutoff", Range(0,1)) = 0.5
8 | }
9 | SubShader
10 | {
11 | Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest" "ParkitectInstancing" = "On" }
12 | LOD 200
13 |
14 | CGPROGRAM
15 | // Physically based Standard lighting model, and enable shadows on all light types
16 | #pragma surface surf Standard keepalpha addshadow
17 |
18 | // Use shader model 3.0 target, to get nicer looking lighting
19 | #pragma target 3.0
20 |
21 | sampler2D _MainTex;
22 | fixed _Cutoff;
23 |
24 | struct Input
25 | {
26 | float2 uv_MainTex;
27 | };
28 |
29 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
30 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
31 | // #pragma instancing_options assumeuniformscaling
32 | UNITY_INSTANCING_BUFFER_START(Props)
33 | // put more per-instance properties here
34 | UNITY_INSTANCING_BUFFER_END(Props)
35 |
36 | void surf (Input IN, inout SurfaceOutputStandard o)
37 | {
38 | // Albedo comes from a texture tinted by color
39 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
40 |
41 | clip(c.a - _Cutoff);
42 |
43 | o.Albedo = c.rgb;
44 | // Metallic and smoothness come from slider variables
45 | o.Metallic = 0;
46 | o.Smoothness = 0.5;
47 | o.Alpha = c.a;
48 | }
49 | ENDCG
50 | }
51 | FallBack "Diffuse"
52 | }
53 |
--------------------------------------------------------------------------------
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/Assets/Editor/Waypoint.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using Newtonsoft.Json;
3 | using UnityEngine;
4 |
5 | namespace ParkitectAssetEditor
6 | {
7 | public class Waypoint
8 | {
9 |
10 | [JsonIgnore]
11 | public Vector3 Position;
12 |
13 | public bool IsOuter;
14 |
15 | public bool IsRabbitHoleGoal;
16 |
17 | public List ConnectedTo = new List();
18 |
19 |
20 | [JsonProperty("Position")]
21 | public float[] SerializedPosition
22 | {
23 | get { return new float[3] { Position.x, Position.y, Position.z }; }
24 | set { Position = new Vector3(value[0], value[1], value[2]); }
25 | }
26 |
27 | public static void DeletePoint(Asset asset, Waypoint SelectedWaypoint)
28 | {
29 | int selectedWaypointIndex = asset.Waypoints.FindIndex(delegate (Waypoint wp) { return wp == SelectedWaypoint; });
30 | foreach (Waypoint waypoint in asset.Waypoints)
31 | {
32 | waypoint.ConnectedTo.Remove(selectedWaypointIndex);
33 | }
34 |
35 | asset.Waypoints.Remove(SelectedWaypoint);
36 |
37 | foreach (Waypoint waypoint in asset.Waypoints)
38 | {
39 | for (int i = 0; i < waypoint.ConnectedTo.Count; i++)
40 | {
41 | if (waypoint.ConnectedTo[i] > selectedWaypointIndex)
42 | {
43 | waypoint.ConnectedTo[i]--;
44 | }
45 | }
46 | }
47 |
48 | asset.SelectedWaypoint = null;
49 | }
50 |
51 | public static Waypoint addWaypoint(Asset asset, Vector3 position)
52 | {
53 | Waypoint waypoint = new Waypoint();
54 | waypoint.Position = asset.GameObject.transform.InverseTransformPoint(position);
55 | asset.Waypoints.Add(waypoint);
56 | return waypoint;
57 | }
58 | }
59 | }
--------------------------------------------------------------------------------
/Assets/Editor/UI/NewProjectWindow.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace ParkitectAssetEditor.UI
6 | {
7 | ///
8 | ///
9 | /// Window for initiating a new project.
10 | ///
11 | ///
12 | class NewProjectWindow : EditorWindow
13 | {
14 | ///
15 | /// The name of the project.
16 | ///
17 | private string _name = "My Asset Pack";
18 |
19 | ///
20 | /// The error message to show if something went wrong with creating.
21 | ///
22 | private string _errorMsg;
23 |
24 | ///
25 | /// Show the NewProjectWindow.
26 | ///
27 | public new static void Show()
28 | {
29 | var window = CreateInstance();
30 | window.position = new Rect(Screen.width / 2, Screen.height / 2, 300, 50);
31 | window.ShowUtility();
32 | }
33 |
34 | public void OnGUI()
35 | {
36 | _name = EditorGUILayout.TextField("Project Name", _name);
37 |
38 | if (!string.IsNullOrEmpty(_errorMsg))
39 | {
40 | EditorGUILayout.HelpBox(_errorMsg, MessageType.Error);
41 | }
42 |
43 | if (GUILayout.Button("Create"))
44 | {
45 | CreateProject();
46 | }
47 | }
48 |
49 | ///
50 | /// Tries to create the project with name from .
51 | ///
52 | private void CreateProject()
53 | {
54 | try
55 | {
56 | ProjectManager.Init(_name);
57 |
58 | Close();
59 | }
60 | catch (Exception e)
61 | {
62 | Debug.LogError(e);
63 |
64 | _errorMsg = e.Message;
65 | }
66 | }
67 | }
68 | }
69 |
--------------------------------------------------------------------------------
/Assets/Editor/SceneViewGhost.shader:
--------------------------------------------------------------------------------
1 | Shader "Rollercoaster/SceneViewGhost" {
2 | Properties {
3 | _Color ("Main Color", Color) = (1.0,1.0,1.0,1.0)
4 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
5 | _Cutoff("Alpha cutoff", Range(0,1)) = 0
6 | }
7 | SubShader {
8 | Tags {"RenderType"="Transparent" "Queue"="Overlay"} // queue = overlay because, since it writes to Z, it needs to render as the very last thing (otherwise it for example can block other transparent objects)
9 | LOD 200
10 | Offset -1, -1
11 |
12 | // Render into depth buffer only
13 | Pass {
14 | ZWrite On
15 | ColorMask 0
16 |
17 | CGPROGRAM
18 | #pragma vertex vert
19 | #pragma fragment frag
20 | #include "UnityCG.cginc"
21 |
22 | struct v2f {
23 | float4 pos : SV_POSITION;
24 | float2 uv : TEXCOORD0;
25 | };
26 |
27 | sampler2D _MainTex;
28 | float4 _MainTex_ST;
29 | half _Cutoff;
30 |
31 | v2f vert (appdata_base v) {
32 | v2f o;
33 | o.pos = UnityObjectToClipPos (v.vertex);
34 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
35 | return o;
36 | }
37 |
38 | half4 frag (v2f i) : COLOR {
39 | fixed4 col = tex2D(_MainTex, i.uv);
40 | clip(col.a - _Cutoff);
41 |
42 | return half4(0.0, 0.0, 0.0, 0.0);
43 | }
44 | ENDCG
45 | }
46 |
47 | CGPROGRAM
48 | #include "CustomLighting.cginc"
49 | #pragma surface surf LambertUnlit alpha:blend
50 |
51 | fixed4 _Color;
52 | half _Cutoff;
53 | float _TimeUnscaled;
54 | sampler2D _MainTex;
55 |
56 | struct Input {
57 | float2 uv_MainTex;
58 | };
59 |
60 | void surf (Input IN, inout SurfaceOutput o) {
61 | fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
62 |
63 | clip(c.a - _Cutoff);
64 |
65 | c *= _Color;
66 |
67 | o.Albedo = c;
68 | o.Alpha = c.a;
69 | }
70 | ENDCG
71 | }
72 | FallBack "Transparent/Diffuse"
73 | }
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2 | Properties {
3 | _Color ("Main Color", Color) = (1.0,1.0,1.0,1.0)
4 | _IllumMin ("Illumination (Min)", Range(0.0,10.0)) = 0.0
5 | _IllumMax ("Illumination (Max)", Range(0.0,10.0)) = 1.0
6 | }
7 | SubShader {
8 | Tags { "RenderType"="Opaque" }
9 | LOD 200
10 |
11 | CGPROGRAM
12 | #pragma surface surf Lambert keepalpha noforwardadd
13 |
14 | // Use shader model 3.0 target, to get nicer looking lighting
15 | #pragma target 3.5
16 |
17 | // Enable instancing for this shader
18 | #pragma multi_compile_instancing
19 | #pragma instancing_options nolightmap nolightprobe procedural:manualInstancingSetup
20 |
21 | sampler2D _MainTex;
22 | float _IllumMin;
23 | float _IllumMax;
24 |
25 | struct Input {
26 | float2 uv_MainTex;
27 | };
28 |
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30 | struct LightParentData {
31 | float4x4 localToWorld;
32 | };
33 |
34 | struct LightInstancingData {
35 | float4x4 localToWorld;
36 | int parentIndex;
37 | int groupIndex;
38 | float twinkleIntensity;
39 | };
40 |
41 | struct LightEffectGroupData {
42 | float4 _Color;
43 | float _Intensity;
44 | int twinkle;
45 | };
46 |
47 | StructuredBuffer LightInstancingDataBuffer;
48 | StructuredBuffer LightEffectGroupDataBuffer;
49 | StructuredBuffer LightParentDataBuffer;
50 | uint light_InstanceID;
51 | #endif
52 |
53 | void manualInstancingSetup() {
54 | #if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
55 | LightInstancingData instanceData = LightInstancingDataBuffer[unity_InstanceID];
56 | unity_ObjectToWorld = mul(LightParentDataBuffer[instanceData.parentIndex].localToWorld, instanceData.localToWorld);
57 | light_InstanceID = unity_InstanceID;
58 | #endif
59 | }
60 |
61 | void surf (Input IN, inout SurfaceOutput o) {
62 | #if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
63 | LightInstancingData instanceData = LightInstancingDataBuffer[unity_InstanceID];
64 | LightEffectGroupData effectData = LightEffectGroupDataBuffer[instanceData.groupIndex];
65 | half4 c = effectData._Color;
66 |
67 | o.Alpha = 1;
68 |
69 | half3 illuminationColor = c/10 * lerp(_IllumMin, _IllumMax, c.a * (effectData.twinkle == 1 ? instanceData.twinkleIntensity : 1));
70 | o.Emission = illuminationColor * effectData._Intensity;
71 | o.Albedo = illuminationColor * effectData._Intensity;
72 | #endif
73 | }
74 | ENDCG
75 | }
76 | FallBack "Specular"
77 | }
78 |
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