listTempAction)
71 | {
72 | foreach (var action in listTempAction)
73 | {
74 | action.Execute();
75 | }
76 | }
77 | static void StartupGlobalPreview()
78 | {
79 | UnityEditor.EditorApplication.playModeStateChanged += StopAllPreviews;
80 | }
81 |
82 | #if !(UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5)
83 | public static void StopAllPreviews(PlayModeStateChange state)
84 | {
85 | if (state == PlayModeStateChange.ExitingEditMode)
86 | StopAllPreviews();
87 | }
88 | #endif
89 |
90 | public static void StopAllPreviews()
91 | {
92 | StopPreview(listAction);
93 | _TmpKeys.Clear();
94 | listAction.Clear();
95 |
96 | EditorApplication.playModeStateChanged -= StopAllPreviews;
97 | InternalEditorUtility.RepaintAllViews();
98 | }
99 | }
100 |
101 | }
102 | #endif
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2021 Threeyes
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | EventPlayer
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 | ## Language
11 |
12 | 中文 |
13 | English
14 |
15 |
16 |
17 | ## Description
18 | I have sick of writing scripts that can't be reuse, so here it is!Visual Scripting without extra editorwindow!
19 |
20 | **EventPlayer** extends Unity's built-in Event System, provide several Components that invoke Event in specific Time, such as Delay, Repeat and CountDown, You can visual reorder, reorganize or deactive events, execute them at desire time.
21 |
22 |
23 | ## Features
24 | - Easy to use, no coding required.
25 | - Visual parenting and organizing Event, manage Event by Group or Sequence, mark them by ID.
26 | - Supports most platforms.
27 | - Support following Plugin:
28 | - [Timeline](https://docs.unity3d.com/Packages/com.unity.timeline@1.5/manual/index.html): Unity's timeline library.
29 | - [VideoPlayer](https://docs.unity3d.com/Manual/class-VideoPlayer.html): Unity's built-in video player library.
30 | - [BezierSolution](https://assetstore.unity.com/packages/tools/level-design/bezier-solution-113074): Runtime bezier splines.
31 | - [DoTweenPro](https://assetstore.unity.com/packages/tools/visual-scripting/dotween-pro-32416): Powerful animation tool.
32 | - (You can also write code to support more plugins...)
33 |
34 |
35 | ## Note
36 | This plugin depends on the **Threeyes Core** library (The AssetStore version already includes this library). If your project does not have this library, please download it from [GitHub](https://github.com/Threeyes/Core).
37 |
38 |
39 | ## Setup
40 | ### Add/Remove extern plugin support
41 | Click 'Tools/Threeyes/EventPlayer Setting' menu, select the plugin you need to use, then click 'Apply'. Please ensure that you have install those plugin in project and link to their's asmdef file (if exists) correctly.
42 |
43 | ## Samples
44 | Select the extern support as mention above, then add all demo scenes in 'Samples' folder to the BuildSettings Windows, then hit play the first scene! You can see the explanation from **Remarker** Component in the Hierarchy window.
45 |
46 |
47 | ## Trouble Shooting
48 | ### Some files conflicts after update to newer version?
49 | I might move/rename the folder, please delete the old plugin and reimport the latest plugin (always backup your project first!).
50 |
51 | ### Unity version is 2018.4 or higher and can't find the Timeline plugin?
52 | Because the new version of Unity has remove Timeline by default, you need to download Timeline from package Manager, and you are good to go. If you are using asmdef, you will also need to reference the relate file: https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html
53 |
54 | ### Why does the code related to DOTweenPro report errors?
55 | This may occur because the library corresponding to DOTweenPro is not properly linked. Firstly, ensure that the DOTweenPro folder contains the 'DOTweenPro. Scripts. asmdef' file, if the file does not exist, you can open its settings window through the menu 'Tools/Demographics/DOTween Utility Panel', and then click 'Create ASMDEF...' to generate it. If there are still errors, it is possible that the meta information of the above generated asmdef file has changed, you need to add that asmdef file to the Threeyes.EventPlayer.asmdef's 'Assembly Definition References' list and click Apply.
56 |
57 | ### Sample's material become purple on Built-In Pipeline?
58 | Sample include URP material by default. You need to import 'Materials_BuildInRP. unitypackage' from the Sample folder to cover all existing materials.
59 |
60 | ### Sample's material become purple on HDRP Pipeline?
61 | First, import all materials of Built-In Pipeline as mentioned above, and then select all materials, then click on the menu 'Edit/Rendering/Materials/Convert selected Built-in Materials to HDRP'.
62 |
63 |
64 | ## Q&A
65 | ### Support platform?
66 | Since this implement only use the Unity Buildin EventSystem, and doesn't use Reflection feature at runtime, it may support as many platform as possible.
67 |
68 | ## More Info
69 | [AssetStore Version](https://assetstore.unity.com/packages/tools/visual-scripting/event-player-116731)
70 |
71 | [Unity Forum Thread](https://forum.unity.com/threads/release-event-player-visual-play-and-organize-unityevent.536984/)
72 |
73 | [Unity Community - Chinese Tutorial](https://developer.unity.cn/projects/603086a7edbc2a00202c3878)
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/Samples/Scripts/Example_ChangeSceneManager.cs:
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1 | using Threeyes.Core;
2 | using UnityEngine;
3 | using UnityEngine.SceneManagement;
4 | namespace Threeyes.EventPlayer.Example
5 | {
6 | ///
7 | ///
8 | /// PS:
9 | /// -为了避免Example依赖别的库,因此克隆Threeyes.BuiltIn.Example_ChangeSceneManager的相关代码
10 | ///
11 | public class Example_ChangeSceneManager : MonoBehaviour
12 | {
13 | public static Example_ChangeSceneManager Instance;
14 | public KeyCode keyCodeLoadPrevious = KeyCode.None;
15 | public KeyCode keyCodeLoadNext = KeyCode.None;
16 | public StringEvent onSceneNameChanged = new StringEvent();
17 |
18 | private void Awake()
19 | {
20 | if (!Instance)
21 | {
22 | Instance = this;
23 | Scene curScene = SceneManager.GetActiveScene();
24 | SetSceneName(curScene);
25 | DontDestroyOnLoad(gameObject);
26 | }
27 | else
28 | {
29 | Destroy(gameObject);
30 | }
31 | }
32 |
33 | void Update()
34 | {
35 | if (keyCodeLoadPrevious != KeyCode.None && UnityEngine.Input.GetKeyDown(keyCodeLoadPrevious))
36 | {
37 | LoadPrevious();
38 | }
39 | if (keyCodeLoadNext != KeyCode.None && UnityEngine.Input.GetKeyDown(keyCodeLoadNext))
40 | {
41 | LoadNext();
42 | }
43 | }
44 |
45 | public void LoadPrevious()
46 | {
47 | LoadScene(-1);
48 | }
49 | public void LoadNext()
50 | {
51 | LoadScene(1);
52 | }
53 |
54 | float lastChangeTime = 0;
55 | private void LoadScene(int deltaScene)
56 | {
57 | if (deltaScene != 0)
58 | {
59 | if (Time.time - lastChangeTime < 0.3f)
60 | return;
61 |
62 | deltaScene = (int)Mathf.Sign(deltaScene);
63 | Scene curScene = SceneManager.GetActiveScene();
64 | int nextSceneID = curScene.buildIndex + deltaScene;
65 | if (nextSceneID < 0)
66 | nextSceneID += SceneManager.sceneCountInBuildSettings;
67 | else if (nextSceneID >= SceneManager.sceneCountInBuildSettings)
68 | nextSceneID -= SceneManager.sceneCountInBuildSettings;
69 | Scene nextScene = SceneManager.LoadScene(nextSceneID, new LoadSceneParameters(LoadSceneMode.Single));
70 | SetSceneName(nextScene);
71 | lastChangeTime = Time.time;
72 | }
73 | }
74 |
75 | void SetSceneName(Scene scene)
76 | {
77 | onSceneNameChanged.Invoke(scene.name);
78 | }
79 | }
80 | }
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/Samples/Scripts/Example_SliderModifier.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 | namespace Threeyes.EventPlayer.Example
6 | {
7 | public class Example_SliderModifier : MonoBehaviour
8 | {
9 |
10 | static Slider.SliderEvent emptySliderEvent = new Slider.SliderEvent();
11 | ///
12 | /// Update the value without invoke the relate Event
13 | ///
14 | ///
15 | public void SetValueWithoutNotify(float value)
16 | {
17 | //PS:If you are using latest version of Unity, you can just use Slider.SetValueWithoutNotify
18 | Slider slider = GetComponent();
19 | var originalEvent = slider.onValueChanged;
20 | slider.onValueChanged = emptySliderEvent;
21 | slider.value = value;
22 | slider.onValueChanged = originalEvent;
23 | }
24 | }
25 | }
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/Samples/Scripts/Example_TransformTweener.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace Threeyes.EventPlayer.Example
6 | {
7 | public class Example_TransformTweener : MonoBehaviour
8 | {
9 | public Transform target;
10 |
11 | public Transform tfStart;
12 | public Transform tfEnd;
13 | public AnimationCurve animTranslateCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
14 | public AnimationCurve animRotateCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
15 |
16 |
17 | public Transform tfThis
18 | {
19 | get
20 | {
21 | if (!_tfThis)
22 | _tfThis = transform;
23 | return _tfThis;
24 |
25 | }
26 | }
27 | protected Transform _tfThis;
28 |
29 |
30 | public void TranslatePercent(float percent)
31 | {
32 | if (!tfStart || !tfEnd)
33 | return;
34 |
35 | if (!target)
36 | target = tfThis;
37 | float tweenProgress = animTranslateCurve.Evaluate(percent);
38 | target.position = Vector3.LerpUnclamped(tfStart.position, tfEnd.position, tweenProgress);
39 | }
40 |
41 | public void RotatePercent(float percent)
42 | {
43 | if (!tfStart || !tfEnd)
44 | return;
45 |
46 | if (!target)
47 | target = tfThis;
48 |
49 | float tweenProgress = animRotateCurve.Evaluate(percent);
50 | target.rotation = Quaternion.LerpUnclamped(tfStart.rotation, tfEnd.rotation, tweenProgress);
51 | }
52 | }
53 | }
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1 | EventPlayer
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 | ## 语言
12 |
13 | 中文 |
14 | English
15 |
16 |
17 |
18 | ## 简介
19 | 我已经厌倦了总是写不能复用的脚本,所以写了这个可视化事件管理库,无需额外的编辑器窗口!
20 |
21 | EventPlayer扩展了Unity的内置事件系统,提供了几个在特定时间调用事件的组件,如延迟、重复和倒计时。您可以对事件进行可视化重新排序、重组或停用,并在所需时间执行它们。
22 |
23 |
24 | ## 特性
25 | - 简单粗暴,无需编程!
26 | - 通过组或序列的形式可视化管理事件,将他们按ID进行标记。
27 | - 支持大多数平台。
28 | - 支持以下插件:
29 | - [Timeline](https://docs.unity3d.com/Packages/com.unity.timeline@1.5/manual/index.html): Unity的时间轴库。
30 | - [VideoPlayer](https://docs.unity3d.com/Manual/class-VideoPlayer.html): Unity内置的视频播放库。
31 | - [BezierSolution](https://assetstore.unity.com/packages/tools/level-design/bezier-solution-113074): 运行时贝塞尔曲线库。
32 | - [DoTweenPro](https://assetstore.unity.com/packages/tools/visual-scripting/dotween-pro-32416): 强大的动画库。
33 | - (您还可以编写代码来支持更多插件...)
34 |
35 |
36 | ## 注意
37 | 该插件依赖于 **Threeyes Core库** (AssetStore版本已经包含该库). 如果你的项目没有此库,请从[GitHub](https://github.com/Threeyes/Core)上下载。
38 |
39 |
40 | ## 初始化/更新
41 | ### 添加/删除外部插件支持
42 | 单击“Tools/Threeeyes/EventPlayer Setting”菜单,选择需要使用的插件,然后单击“Apply”。激活前请确保项目内拥有这些插件,并已经正确链接到它们的asmdef文件(如果存在)。
43 |
44 |
45 | ## 案例
46 | 配置好外部支持后,将“Samples”文件夹中的所有场景文件添加到BuildSettings窗口,然后运行第一个场景,按左/右键可切换场景。你可以从Hierarchy窗口的**Remarker**组件中看到更多说明。
47 |
48 |
49 | ## 故障排查
50 | ### 更新到新版本后部分文件冲突怎么办?
51 | 可能是我移动或重命名了文件夹,请先删除旧插件并重新导入最新插件(务必事先备份项目!)。
52 |
53 | ### Unity 版本为 2018.4 或更高,找不到 Timeline 插件怎么办?
54 | 由于 Unity 新版本已默认移除 Timeline,您需要从包管理器中下载 Timeline,之后即可正常使用。如果您正在使用 asmdef,还需要引用相关文件:https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html
55 |
56 | ### 为什么与 DOTweenPro 相关的代码报错?
57 | 这可能是因为 DOTweenPro 对应的库没有正确链接。首先,请确认 DOTweenPro 文件夹内包含 'DOTweenPro.Scripts.asmdef' 文件,如不存在,可通过菜单 'Tools/Demographics/DOTween Utility Panel' 打开设置窗口,然后点击 'Create ASMDEF...' 生成它。如果仍有错误,可能是上述生成的 asmdef 文件的元数据信息发生了变化,您需要将该 asmdef 文件添加到 Threeyes.EventPlayer.asmdef 的 'Assembly Definition References' 列表中并点击应用。
58 |
59 | ### 示例项目的材质在内置渲染管线下变为紫色?
60 | 示例默认包含 URP 材质。您需要从示例文件夹中导入 'Materials_BuildInRP.unitypackage' 以覆盖所有现有材质。
61 |
62 | ### 示例项目的材质在 HDRP 渲染管线下变为紫色怎么办?
63 | 首先,按照上述方法导入内置渲染管线的所有材质,然后选中所有材质,接着在菜单中选择 'Edit/Rendering/Materials/Convert selected Built-in Materials to HDRP' 转换为 HDRP 材质。
64 |
65 |
66 | ## 更多信息
67 | [Unity商店版本](https://assetstore.unity.com/packages/tools/visual-scripting/event-player-116731)
68 |
69 | [Unity论坛](https://forum.unity.com/threads/release-event-player-visual-play-and-organize-unityevent.536984/)
70 |
71 | [Unity社区-中文教程](https://developer.unity.cn/projects/603086a7edbc2a00202c3878)
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1 | {
2 | "name": "com.threeyes.eventplayer",
3 | "displayName": "Threeyes EventPlayer",
4 | "description": "Visual reorder, reorganize or deactive events, execute them at desire time.",
5 | "version": "4.0.2",
6 | "unity": "2021.3",
7 | "author":
8 | {
9 | "name": "Threeyes",
10 | "url": "https://github.com/Threeyes"
11 | },
12 | "__comment__": "If the plugin is currently in another Unity project folder, the following Samples cannot be imported into the current project!",
13 | "samples":
14 | [
15 | {
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17 | "description": "Samples",
18 | "path": "Samples"
19 | }
20 | ]
21 | }
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