├── .gitignore ├── .vsconfig ├── .yamato ├── sonar.yml └── yamato-config.yml ├── Assets ├── Art.meta ├── Art │ ├── Material.meta │ └── Material │ │ ├── environment.mat │ │ ├── environment.mat.meta │ │ ├── furniture.mat │ │ ├── furniture.mat.meta │ │ ├── planet.mat │ │ ├── planet.mat.meta │ │ ├── player_mat.mat │ │ └── player_mat.mat.meta ├── Input.meta ├── Input │ ├── InputSystem.inputsettings.asset │ └── InputSystem.inputsettings.asset.meta ├── Prefabs.meta ├── Prefabs │ ├── Entities.meta │ ├── Entities │ │ ├── MatchmakingPlayer.prefab │ │ ├── MatchmakingPlayer.prefab.meta │ │ ├── MatchmakingPlayerVisuals.prefab │ │ ├── MatchmakingPlayerVisuals.prefab.meta │ │ ├── Table.prefab │ │ └── Table.prefab.meta │ ├── Managers.meta │ ├── Managers │ │ ├── BootStrapper.prefab │ │ ├── BootStrapper.prefab.meta │ │ ├── ClientManager.prefab │ │ ├── ClientManager.prefab.meta │ │ ├── ServerManager.prefab │ │ └── ServerManager.prefab.meta │ ├── Netcode.meta │ ├── Netcode │ │ ├── NetworkedSeatManager.prefab │ │ └── NetworkedSeatManager.prefab.meta │ ├── UI.meta │ └── UI │ │ ├── GameHudUI.prefab │ │ ├── GameHudUI.prefab.meta │ │ ├── MainMenuUI.prefab │ │ ├── MainMenuUI.prefab.meta │ │ ├── PlayerMenuUI.prefab │ │ ├── PlayerMenuUI.prefab.meta │ │ ├── PlayerNameUI.prefab │ │ └── PlayerNameUI.prefab.meta ├── Renderer.meta ├── Renderer │ ├── UniversalRenderPipelineAsset.asset │ ├── UniversalRenderPipelineAsset.asset.meta │ ├── UniversalRenderPipelineAsset_Renderer.asset │ ├── UniversalRenderPipelineAsset_Renderer.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ └── UniversalRenderPipelineGlobalSettings.asset.meta ├── Resources.meta ├── Resources │ ├── NetworkManager.prefab │ ├── NetworkManager.prefab.meta │ ├── SynchedServerData.prefab │ └── SynchedServerData.prefab.meta ├── Scenes.meta ├── Scenes │ ├── bootStrap.unity │ ├── bootStrap.unity.meta │ ├── game_lab.unity │ ├── game_lab.unity.meta │ ├── game_space.unity │ ├── game_space.unity.meta │ ├── mainMenu.unity │ └── mainMenu.unity.meta ├── Scripts.meta ├── Scripts │ ├── Editor.meta │ ├── Editor │ │ ├── BuildTools.cs │ │ └── BuildTools.cs.meta │ ├── Matchplay.meta │ ├── Matchplay │ │ ├── ApplicationController.cs │ │ ├── ApplicationController.cs.meta │ │ ├── Client.meta │ │ ├── Client │ │ │ ├── ClientGameManager.cs │ │ │ ├── ClientGameManager.cs.meta │ │ │ ├── ClientPrefs.cs │ │ │ ├── ClientPrefs.cs.meta │ │ │ ├── ClientSingleton.cs │ │ │ ├── ClientSingleton.cs.meta │ │ │ ├── Netcode.meta │ │ │ ├── Netcode │ │ │ │ ├── MatchplayNetworkClient.cs │ │ │ │ └── MatchplayNetworkClient.cs.meta │ │ │ ├── Services.meta │ │ │ ├── Services │ │ │ │ ├── AuthenticationWrapper.cs │ │ │ │ ├── AuthenticationWrapper.cs.meta │ │ │ │ ├── MatchplayMatchmaker.cs │ │ │ │ └── MatchplayMatchmaker.cs.meta │ │ │ ├── UI.meta │ │ │ └── UI │ │ │ │ ├── GameHUDUI.cs │ │ │ │ ├── GameHUDUI.cs.meta │ │ │ │ ├── MainMenuUI.cs │ │ │ │ ├── MainMenuUI.cs.meta │ │ │ │ ├── PlayerNameUI.cs │ │ │ │ └── PlayerNameUI.cs.meta │ │ ├── Matchplay.asmdef │ │ ├── Matchplay.asmdef.meta │ │ ├── Server.meta │ │ ├── Server │ │ │ ├── Netcode.meta │ │ │ ├── Netcode │ │ │ │ ├── MatchplayNetworkServer.cs │ │ │ │ ├── MatchplayNetworkServer.cs.meta │ │ │ │ ├── Matchplayer.cs │ │ │ │ ├── Matchplayer.cs.meta │ │ │ │ ├── SeatManager.cs │ │ │ │ └── SeatManager.cs.meta │ │ │ ├── ServerGameManager.cs │ │ │ ├── ServerGameManager.cs.meta │ │ │ ├── ServerSingleton.cs │ │ │ ├── ServerSingleton.cs.meta │ │ │ ├── Services.meta │ │ │ └── Services │ │ │ │ ├── MatchplayBackfiller.cs │ │ │ │ ├── MatchplayBackfiller.cs.meta │ │ │ │ ├── MultiplayAllocationService.cs │ │ │ │ ├── MultiplayAllocationService.cs.meta │ │ │ │ ├── MultiplayServerQueryService.cs │ │ │ │ └── MultiplayServerQueryService.cs.meta │ │ ├── Shared.meta │ │ └── Shared │ │ │ ├── ApplicationData.cs │ │ │ ├── ApplicationData.cs.meta │ │ │ ├── EditorApplicationController.cs │ │ │ ├── EditorApplicationController.cs.meta │ │ │ ├── Game.meta │ │ │ ├── Game │ │ │ ├── GameData.cs │ │ │ └── GameData.cs.meta │ │ │ ├── Netcode.meta │ │ │ ├── Netcode │ │ │ ├── DisconnectReason.cs │ │ │ ├── DisconnectReason.cs.meta │ │ │ ├── MatchplayNetworkMessenger.cs │ │ │ ├── MatchplayNetworkMessenger.cs.meta │ │ │ ├── NetworkGuid.cs │ │ │ ├── NetworkGuid.cs.meta │ │ │ ├── NetworkModels.cs │ │ │ ├── NetworkModels.cs.meta │ │ │ ├── SynchedServerData.cs │ │ │ └── SynchedServerData.cs.meta │ │ │ ├── Tools.meta │ │ │ └── Tools │ │ │ ├── ColorTools.cs │ │ │ ├── ColorTools.cs.meta │ │ │ ├── FlagOperations.cs │ │ │ ├── FlagOperations.cs.meta │ │ │ ├── LocalProfileTool.cs │ │ │ ├── LocalProfileTool.cs.meta │ │ │ ├── NameGenerator.cs │ │ │ ├── NameGenerator.cs.meta │ │ │ ├── RendererColorer.cs │ │ │ └── RendererColorer.cs.meta │ ├── Tests.meta │ └── Tests │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── MatchmakerTests.cs │ │ └── MatchmakerTests.cs.meta │ │ ├── MatchplayTests.asmdef │ │ ├── MatchplayTests.asmdef.meta │ │ ├── Runtime.meta │ │ ├── Runtime │ │ ├── ClientTests.cs │ │ ├── ClientTests.cs.meta │ │ ├── ServerTests.cs │ │ └── ServerTests.cs.meta │ │ ├── TestTools.cs │ │ └── TestTools.cs.meta ├── UI.meta └── UI │ ├── SamplePanelSettings.asset │ ├── SamplePanelSettings.asset.meta │ ├── TextMesh Pro.meta │ ├── TextMesh Pro │ ├── Documentation.meta │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Fonts │ │ ├── LiberationSans - OFL.txt │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf │ │ └── LiberationSans.ttf.meta │ ├── Resources.meta │ ├── Resources │ │ ├── Fonts & Materials.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF - Drop Shadow.mat │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF.asset │ │ │ └── LiberationSans SDF.asset.meta │ │ ├── LineBreaking Following Characters.txt │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Sprite Assets.meta │ │ ├── Sprite Assets │ │ │ ├── EmojiOne.asset │ │ │ └── EmojiOne.asset.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ ├── Default Style Sheet.asset │ │ │ └── Default Style Sheet.asset.meta │ │ ├── TMP Settings.asset │ │ └── TMP Settings.asset.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_Bitmap-Mobile.shader │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF Overlay.shader │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF SSD.shader │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMP_SDF.shader │ │ ├── TMP_SDF.shader.meta │ │ ├── TMP_Sprite.shader │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro.cginc.meta │ │ ├── TMPro_Mobile.cginc │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Properties.cginc │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMPro_Surface.cginc │ │ └── TMPro_Surface.cginc.meta │ ├── Sprites.meta │ └── Sprites │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne.json │ │ ├── EmojiOne.json.meta │ │ ├── EmojiOne.png │ │ └── EmojiOne.png.meta │ ├── UI Toolkit.meta │ ├── UI Toolkit │ ├── UnityThemes.meta │ └── UnityThemes │ │ ├── UnityDefaultRuntimeTheme.tss │ │ └── UnityDefaultRuntimeTheme.tss.meta │ ├── inGame.uxml │ ├── inGame.uxml.meta │ ├── mainMenu.uxml │ ├── mainMenu.uxml.meta │ ├── sampleStyleSheet.uss │ └── sampleStyleSheet.uss.meta ├── CODEOWNERS ├── LICENSE.md ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── BurstAotSettings_StandaloneLinux64.json ├── BurstAotSettings_StandaloneWindows.json ├── ClusterInputManager.asset ├── CommonBurstAotSettings.json ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── TimelineSettings.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config ├── README.md └── ~Documentation └── Images ├── 1_PlayButton.PNG ├── Build_1.png ├── Build_2.PNG ├── Matchmaker_1.PNG ├── Matchmaker_1b.PNG ├── Matchmaker_2.PNG ├── Matchmaker_3.PNG ├── Matchmaker_4.PNG ├── Multiplay_1.PNG ├── Multiplay_2.PNG └── Multiplay_3.PNG /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 3 | 4 | # Specific for this project: 5 | # If the IET for the project contains "Add Open Scenes" step, first remove EditorBuildSettings.asset, 6 | # commit, and then uncomment and commit a change to the line below. 7 | #/ProjectSettings/EditorBuildSettings.asset 8 | 9 | # A marker file of which existence is used to decide whether to run the first-launch experience or not. 10 | InitCodeMarker 11 | 12 | # Packed templates go here 13 | upm-ci~/ 14 | upm-ci.log 15 | 16 | # Add-Ons go here 17 | addons/ 18 | 19 | # WebGL Publisher artefacts and default build folder 20 | webgl_sharing 21 | connectwebgl.zip 22 | /WebGL Builds/ 23 | 24 | # Never ignore Asset meta data... 25 | !/[Aa]ssets/**/*.meta 26 | 27 | # ...except for Microgame Add-Ons 28 | /Assets/AddOns.meta 29 | 30 | # IET has a feature to back up the project's content, let's ignore the possible backups. 31 | /[Tt]utorial [Dd]efaults/ 32 | 33 | # The rest are general best practices for Unity projects 34 | /[Ll]ibrary/ 35 | /[Tt]emp/ 36 | /[Oo]bj/ 37 | /[Bb]uild/ 38 | /[Bb]uilds/ 39 | /[Ll]ogs/ 40 | /[Mm]emoryCaptures/ 41 | 42 | # Project/user-specific settings using Settings Manager 43 | /ProjectSettings/Packages/ 44 | 45 | # UserSettings introduced in 2020.1 46 | /UserSettings/ 47 | 48 | # Not interested in packages-lock as we're not a real project. 49 | /Packages/packages-lock.json 50 | 51 | # Uncomment this line if you wish to ignore the asset store tools plugin 52 | /[Aa]ssets/AssetStoreTools* 53 | 54 | # Autogenerated Jetbrains Rider plugin 55 | [Aa]ssets/Plugins/Editor/JetBrains* 56 | 57 | # Visual Studio cache directory 58 | .vs/ 59 | 60 | # Visual Studio Code settings directory 61 | .vscode/ 62 | 63 | # Gradle cache directory 64 | .gradle/ 65 | 66 | # Autogenerated VS/MD/Consulo solution and project files 67 | ExportedObj/ 68 | .consulo/ 69 | *.csproj 70 | *.unityproj 71 | *.sln 72 | *.suo 73 | *.tmp 74 | *.user 75 | *.userprefs 76 | *.pidb 77 | *.booproj 78 | *.svd 79 | *.pdb 80 | *.mdb 81 | *.opendb 82 | *.VC.db 83 | 84 | # Unity3D generated meta files 85 | *.pidb.meta 86 | *.pdb.meta 87 | *.mdb.meta 88 | 89 | # Unity3D generated file on crash reports 90 | sysinfo.txt 91 | 92 | # Builds 93 | *.apk 94 | *.unitypackage 95 | 96 | # Crashlytics generated file 97 | crashlytics-build.properties 98 | *.orig 99 | *.orig.meta 100 | 101 | # Ignore build reports 102 | /Assets/BuildReports* 103 | 104 | *.idea 105 | */.idea 106 | 107 | *.DS_Store 108 | 109 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /.yamato/sonar.yml: -------------------------------------------------------------------------------- 1 | sonar_scan: 2 | name: Sonar Scan 3 | agent: 4 | type: Unity::VM 5 | flavor: b1.large 6 | image: unity-ci/win10-dotnetcore:v0.4.0-1013193 7 | variables: 8 | CI: true 9 | UNITY_EDITOR_VERSION: 2021.3 10 | commands: 11 | - dotnet nuget add source https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/nuget/nuget 12 | - dotnet tool install --global dotnet-sonarscanner 13 | - command: choco source add -n Unity -s https://artifactory-slo.bf.unity3d.com/artifactory/api/nuget/unity-choco-local --priority=1 14 | timeout: 10 15 | retries: 10 16 | - command: choco install -y nodejs --version 15.14.0 17 | timeout: 10 18 | retries: 10 19 | - command: choco install -y unity-downloader-cli unity-config vcredist2010 vcredist2013 vcredist2015 vcredist2017 vcredist140 shellcheck 20 | timeout: 10 21 | retries: 10 22 | - unity-downloader-cli --wait --fast --unity-version %UNITY_EDITOR_VERSION% -c editor 23 | - command: unity-config project set registry candidates --project-path . 24 | timeout: 2 25 | retries: 5 26 | # The sonarscan program fails when it detects multiple csproj files, even if there's an sln file. 27 | # Therefore we should move the Unity project into a subdirectory and run the scan on the parent directory with just the sln file in it. 28 | - mkdir UnityProject 29 | - PowerShell Move-Item Assets -Destination UnityProject/Assets 30 | - PowerShell Move-Item Packages -Destination UnityProject/Packages 31 | - PowerShell Move-Item ProjectSettings -Destination UnityProject/ProjectSettings 32 | # Run Unity in headless mode to create the Library folder, import packages, create a C# solution/projects, etc. 33 | - '%YAMATO_SOURCE_DIR%/.Editor/Unity.exe -projectPath ./UnityProject -batchmode -quit -nographics -logFile UnityLog.txt -executeMethod "Packages.Rider.Editor.RiderScriptEditor.SyncSolution"' 34 | # We want to run sonarscanner and dotnet build in the parent directory, so let's get a copy of the sln in the parent directory. 35 | - PowerShell -Command Copy-Item UnityProject/UnityProject.sln -Destination ./UnityProject.sln 36 | # Update the solution file to point to the project files which were moved. 37 | - PowerShell -Command "(Get-Content UnityProject.sln) -Replace 'Assembly-CSharp.csproj', 'UnityProject/Assembly-CSharp.csproj' | Out-File -encoding ASCII UnityProject.sln" 38 | - PowerShell -Command "(Get-Content UnityProject.sln) -Replace 'Assembly-CSharp-Editor.csproj', 'UnityProject/Assembly-CSharp-Editor.csproj' | Out-File -encoding ASCII UnityProject.sln" 39 | # Start the sonarscan process listening to the project build. 40 | # Don't put the login token in plain text, use a Yamato secret. 41 | # https://internaldocs.unity.com/yamato_continuous_integration/usage/secrets/ 42 | - > 43 | dotnet sonarscanner begin /k:"unity-gaming-services-use-cases" 44 | /d:sonar.host.url="https://sonarqube.internal.unity3d.com" 45 | /d:sonar.login="%SONAR_TOKEN%" 46 | /v:"https://unity-ci.cds.internal.unity3d.com/job/%YAMATO_JOB_ID%" 47 | /d:sonar.buildString="%GIT_REVISION%" 48 | /d:sonar.projectBaseDir="%YAMATO_SOURCE_DIR%/UnityProject" 49 | /d:sonar.branch.name="%GIT_BRANCH%" 50 | # Do the build. 51 | - dotnet build UnityProject.sln /p:SonarQubeTestProject=false 52 | # End the sonarscan process and it will then send its report to our SonarQube dashboard. 53 | # https://sonarqube.internal.unity3d.com/dashboard?id=unity-gaming-services-use-cases 54 | - dotnet sonarscanner end /d:sonar.login="%SONAR_TOKEN%" 55 | artifacts: 56 | CrashDumps: 57 | paths: 58 | - CrashDumps/** 59 | logs: 60 | paths: 61 | - '*.log' 62 | - UnityLog.txt 63 | - UpmLog.txt 64 | - SonarLog.txt -------------------------------------------------------------------------------- /.yamato/yamato-config.yml: -------------------------------------------------------------------------------- 1 | device_playmode_build_ios_2021_3: 2 | name: Device Playmode Build [iOS, 2021.3] 3 | agent: 4 | image: mobile/macos-10.15-testing:v0.0.7-973555 5 | type: Unity::VM::osx 6 | flavor: b1.medium 7 | commands: 8 | - command: |- 9 | if brew tap | grep unity/unity; then brew untap --force unity/unity; fi 10 | brew tap --force-auto-update unity/unity git@github.cds.internal.unity3d.com:unity/homebrew-unity.git 11 | brew install unity-config unity-downloader-cli 12 | timeout: 10 13 | retries: 10 14 | - command: |- 15 | curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr --output ./utr 16 | chmod u+x ./utr 17 | - command: unity-config project set registry candidates --project-path . 18 | timeout: 2 19 | retries: 5 20 | - command: unity-downloader-cli --wait --fast --unity-version $UNITY_EDITOR_VERSION --path /Users/bokken/.Editor -c editor -c ios 21 | - command: ./utr --artifacts_path=artifacts --timeout=1800 --editor-location=/Users/bokken/.Editor --testproject=. --reruncount=2 --clean-library-on-rerun --suite=playmode --platform=ios --architecture=arm64 --build-only --player-save-path=build/players --extra-editor-arg=-enablePackageManagerTraces 22 | artifacts: 23 | CrashDumps: 24 | paths: 25 | - CrashDumps/** 26 | logs: 27 | paths: 28 | - '*.log' 29 | - '*.xml' 30 | - artifacts/**/* 31 | - Logs/** 32 | - Library/*.log 33 | - Builds/*.log 34 | - build/test-results/** 35 | players: 36 | paths: 37 | - build/players/** 38 | variables: 39 | CI: true 40 | UNITY_EDITOR_VERSION: 2021.3 41 | UTR_VERSION: 1.4.1 42 | 43 | device_playmode_build_android_2021_3: 44 | name: Device Playmode Build [Android, 2021.3] 45 | agent: 46 | image: package-ci/win10:stable 47 | type: Unity::VM 48 | flavor: b1.medium 49 | commands: 50 | - command: choco source add -n Unity -s https://artifactory-slo.bf.unity3d.com/artifactory/api/nuget/unity-choco-local --priority=1 51 | timeout: 10 52 | retries: 10 53 | - command: choco install -y unity-config unity-downloader-cli 54 | timeout: 10 55 | retries: 10 56 | - command: curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr.bat --output ./utr.bat 57 | - command: unity-config project set registry candidates --project-path . 58 | timeout: 2 59 | retries: 5 60 | - command: unity-downloader-cli --wait --fast --unity-version %UNITY_EDITOR_VERSION% --path C:\Users\bokken\.Editor -c editor -c android 61 | - command: |- 62 | set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP% 63 | ./utr.bat --artifacts_path=artifacts --timeout=1800 --editor-location=C:\Users\bokken\.Editor --testproject=. --reruncount=2 --clean-library-on-rerun --suite=playmode --platform=android --build-only --player-save-path=build/players --scripting-backend=il2cpp --extra-editor-arg=-enablePackageManagerTraces 64 | artifacts: 65 | CrashDumps: 66 | paths: 67 | - CrashDumps/** 68 | logs: 69 | paths: 70 | - '*.log' 71 | - '*.xml' 72 | - artifacts/**/* 73 | - Logs/** 74 | - Library/*.log 75 | - Builds/*.log 76 | - build/test-results/** 77 | players: 78 | paths: 79 | - build/players/** 80 | variables: 81 | CI: true 82 | UNITY_EDITOR_VERSION: 2021.3 83 | UTR_VERSION: 1.4.1 -------------------------------------------------------------------------------- /Assets/Art.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f5de6e10159b5140b5a8b013a915e1e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | 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| assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/game_space.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f8808fe6e2fa36641a24e396e5257fdc 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/mainMenu.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cacd5f91f1cfbf2459bcac4454bd9f84 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22db1f6f78cfb3440835ed6dee5f8e9e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62fdd1fbe6747d54385c8257c24b4d84 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/BuildTools.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3dee4e949dfe667438538ea8219ffa5d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a30173adbf3f538458556cf5fc9a699a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/ApplicationController.cs: -------------------------------------------------------------------------------- 1 | using System.Threading.Tasks; 2 | using Matchplay.Client; 3 | using Matchplay.Server; 4 | using UnityEngine; 5 | 6 | namespace Matchplay.Shared 7 | { 8 | public class ApplicationController : MonoBehaviour 9 | { 10 | //Manager instances to be instantiated. 11 | [SerializeField] 12 | ServerSingleton m_ServerPrefab; 13 | [SerializeField] 14 | ClientSingleton m_ClientPrefab; 15 | 16 | ApplicationData m_AppData; 17 | public static bool IsServer; 18 | async void Start() 19 | { 20 | Application.targetFrameRate = 60; 21 | DontDestroyOnLoad(gameObject); 22 | 23 | //We use EditorApplicationController for Editor launching. 24 | if (Application.isEditor) 25 | return; 26 | 27 | //If this is a build and we are headless, we are a server 28 | await LaunchInMode(SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Null); 29 | } 30 | 31 | public void OnParrelSyncStarted(bool isServer, string cloneName) 32 | { 33 | #pragma warning disable 4014 34 | LaunchInMode(isServer, cloneName); 35 | #pragma warning restore 4014 36 | } 37 | 38 | /// 39 | /// Main project launcher, launched in Start() for builds, and via the EditorApplicationController in-editor 40 | /// 41 | async Task LaunchInMode(bool isServer, string profileName = "default") 42 | { 43 | //init the command parser, get launch args 44 | m_AppData = new ApplicationData(); 45 | IsServer = isServer; 46 | if (isServer) 47 | { 48 | var serverSingleton = Instantiate(m_ServerPrefab); 49 | await serverSingleton.CreateServer(); //run the init instead of relying on start. 50 | 51 | var defaultGameInfo = new GameInfo 52 | { 53 | gameMode = GameMode.Meditating, 54 | map = Map.Space, 55 | gameQueue = GameQueue.Casual 56 | }; 57 | 58 | await serverSingleton.Manager.StartGameServerAsync(defaultGameInfo); 59 | } 60 | else 61 | { 62 | var clientSingleton = Instantiate(m_ClientPrefab); 63 | clientSingleton.CreateClient(profileName); 64 | 65 | //We want to load the main menu while the client is still initializing. 66 | clientSingleton.Manager.ToMainMenu(); 67 | } 68 | } 69 | } 70 | } -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/ApplicationController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 17b4b8e111db8554390425c0c7a04367 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 21b7fafc0b84d1f4a84b9cf37198c6b1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/ClientGameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83d734d72fe94374690a90d7f6c6f0e8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/ClientPrefs.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Matchplay.Client 4 | { 5 | /// 6 | /// Wrapper around the PlayerPrefs system, so we don't have to deal with string keys. 7 | /// 8 | public class ClientPrefs 9 | { 10 | public static void SetName(string name) 11 | { 12 | PlayerPrefs.SetString("player_name", name); 13 | } 14 | 15 | public static string PlayerName => PlayerPrefs.GetString("player_name"); 16 | 17 | /// 18 | /// Either loads a Guid string from Unity preferences, or creates one and checkpoints it, then returns it. 19 | /// 20 | /// The Guid that uniquely identifies this client install, in string form. 21 | public static string GetGuid() 22 | { 23 | if (PlayerPrefs.HasKey("client_guid")) 24 | { 25 | return PlayerPrefs.GetString("client_guid"); 26 | } 27 | 28 | var guid = System.Guid.NewGuid(); 29 | var guidString = guid.ToString(); 30 | 31 | PlayerPrefs.SetString("client_guid", guidString); 32 | return guidString; 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/ClientPrefs.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 920427f9061fee14d84bc464d3795dfe 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/ClientSingleton.cs: -------------------------------------------------------------------------------- 1 | using Unity.Services.Core; 2 | using UnityEngine; 3 | 4 | namespace Matchplay.Client 5 | { 6 | public class ClientSingleton : MonoBehaviour 7 | { 8 | public static ClientSingleton Instance 9 | { 10 | get 11 | { 12 | if (s_ClientGameManager != null) return s_ClientGameManager; 13 | s_ClientGameManager = FindObjectOfType(); 14 | if (s_ClientGameManager == null) 15 | { 16 | Debug.LogError("No ClientSingleton in scene, did you run this from the bootStrap scene?"); 17 | return null; 18 | } 19 | 20 | return s_ClientGameManager; 21 | } 22 | } 23 | 24 | static ClientSingleton s_ClientGameManager; 25 | 26 | public ClientGameManager Manager 27 | { 28 | get 29 | { 30 | if (m_GameManager != null) return m_GameManager; 31 | Debug.LogError($"ClientGameManager is missing, did you run StartClient()?", gameObject); 32 | return null; 33 | } 34 | } 35 | 36 | ClientGameManager m_GameManager; 37 | 38 | public void CreateClient(string profileName = "default") 39 | { 40 | m_GameManager = new ClientGameManager(profileName); 41 | } 42 | 43 | void Start() 44 | { 45 | DontDestroyOnLoad(gameObject); 46 | } 47 | 48 | // Update is called once per frame 49 | void OnDestroy() 50 | { 51 | Manager?.Dispose(); 52 | } 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/ClientSingleton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 863b9bfb7c4d3d642b371d765621526f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/Netcode.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4992603c532bf4c4f95667d5a5d5214d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/Netcode/MatchplayNetworkClient.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5bd31edc1b1fd1342b3bf8193a5a03b2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/Services.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c5eca29a8626ba4bb0e0264f31fbf64 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/Services/AuthenticationWrapper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 871f1a41b923bad4baa6a2ca1a4f37f9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/Services/MatchplayMatchmaker.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1aafede4dd4fd384da2711dbe40c2210 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/UI.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6c12d2755b48aa4f9cef58eb77e3f4d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/UI/GameHUDUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4bf132059672b164da7a3f1ca9812125 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/UI/MainMenuUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 674a1a0d424846140a24a8c721677a6c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/UI/PlayerNameUI.cs: -------------------------------------------------------------------------------- 1 | using Matchplay.Networking; 2 | using Matchplay.Server; 3 | using TMPro; 4 | using Unity.Collections; 5 | using UnityEngine; 6 | 7 | namespace Matchplay.Client.UI 8 | { 9 | /// 10 | /// World Space UI handler for player Names 11 | /// 12 | public class PlayerNameUI : MonoBehaviour 13 | { 14 | [SerializeField] 15 | TMP_Text m_TextLabel; 16 | Matchplayer m_player; 17 | Camera m_Camera; 18 | 19 | public void SetPlayerLabel(Matchplayer matchPlayer) 20 | { 21 | m_player = matchPlayer; 22 | ChangeLabelName("", m_player.PlayerName.Value); 23 | m_player.PlayerName.OnValueChanged += ChangeLabelName; 24 | } 25 | 26 | void ChangeLabelName(NetworkString oldLabel, NetworkString newLabel) 27 | { 28 | m_TextLabel.SetText(newLabel.ToString()); 29 | } 30 | 31 | void Update() 32 | { 33 | if (m_player == null) 34 | return; 35 | 36 | if (m_Camera == null) 37 | m_Camera = Camera.main; 38 | if (m_Camera != null) 39 | m_TextLabel.transform.LookAt( 40 | m_TextLabel.transform.position + m_Camera.transform.rotation * transform.forward, 41 | m_Camera.transform.rotation * Vector3.up); 42 | transform.position = m_player.transform.position; 43 | } 44 | 45 | void OnDestroy() 46 | { 47 | m_player.PlayerName.OnValueChanged -= ChangeLabelName; 48 | } 49 | } 50 | } -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Client/UI/PlayerNameUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 05cea808cd2a3b345817c58b565a89cb 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Matchplay.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "Matchplay", 3 | "rootNamespace": "", 4 | "references": [ 5 | "GUID:1491147abca9d7d4bb7105af628b223e", 6 | "GUID:496cf55643e21a645a4504c751f1e0a9", 7 | "GUID:fe25561d224ed4743af4c60938a59d0b", 8 | "GUID:5540e30183c82e84b954c033c388e06c", 9 | "GUID:f58f1954bf2a1be49af6016003b22699", 10 | "GUID:894a6cc6ed5cd2645bb542978cbed6a9", 11 | "GUID:3b8ed52f1b5c64994af4c4e0aa4b6c4b", 12 | "GUID:e0cd26848372d4e5c891c569017e11f1", 13 | "GUID:6055be8ebefd69e48b49212b09b47b2f", 14 | "GUID:a92d208582c4d6445ad4140259a5eb94", 15 | "GUID:f2d49d9fa7e7eb3418e39723a7d3b92f" 16 | ], 17 | "includePlatforms": [], 18 | "excludePlatforms": [], 19 | "allowUnsafeCode": false, 20 | "overrideReferences": false, 21 | "precompiledReferences": [], 22 | "autoReferenced": true, 23 | "defineConstraints": [], 24 | "versionDefines": [], 25 | "noEngineReferences": false 26 | } -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Matchplay.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2a02869931b8e14bb6d992e21ea1b88 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 240e9363b7329d94cad919dbff96e59a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Netcode.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b2f8136ddde2fa4e92f4761c4028a53 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Netcode/MatchplayNetworkServer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 952a55b2055449947a8797ecaaed82dd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Netcode/Matchplayer.cs: -------------------------------------------------------------------------------- 1 | using Matchplay.Client; 2 | using Matchplay.Networking; 3 | using Matchplay.Shared; 4 | using Matchplay.Shared.Tools; 5 | using Unity.Netcode; 6 | using UnityEngine; 7 | 8 | namespace Matchplay.Server 9 | { 10 | /// 11 | /// Currently there is no control for moving the player around, only the server does. 12 | /// The NetworkManager spawns this in automatically, as it is on the designated player object. 13 | /// 14 | public class Matchplayer : NetworkBehaviour 15 | { 16 | [HideInInspector] 17 | public NetworkVariable PlayerColor = new NetworkVariable(); 18 | [HideInInspector] 19 | public NetworkVariable PlayerName = new NetworkVariable(); 20 | [SerializeField] 21 | RendererColorer m_ColorSwitcher; 22 | 23 | public override void OnNetworkSpawn() 24 | { 25 | if (IsServer && !IsHost) 26 | return; 27 | 28 | SetColor(Color.black, PlayerColor.Value); 29 | PlayerColor.OnValueChanged += SetColor; 30 | ClientSingleton.Instance.Manager.AddMatchPlayer(this); 31 | } 32 | 33 | void SetColor(Color oldColor, Color newColor) 34 | { 35 | if (oldColor == newColor) 36 | return; 37 | 38 | m_ColorSwitcher.SetColor(newColor); 39 | } 40 | 41 | public override void OnNetworkDespawn() 42 | { 43 | if (IsServer && !IsHost) 44 | return; 45 | if (ApplicationData.IsServerUnitTest) 46 | return; 47 | 48 | ClientSingleton.Instance.Manager.RemoveMatchPlayer(this); 49 | } 50 | } 51 | } -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Netcode/Matchplayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 504e4423a1c791947806edd3a0d3a992 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Netcode/SeatManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Matchplay.Shared; 4 | using Unity.Netcode; 5 | using UnityEngine; 6 | using UnityEngine.Serialization; 7 | 8 | namespace Matchplay.Server 9 | { 10 | /// 11 | /// Server spawns and manages the player positions. 12 | /// 13 | public class SeatManager : NetworkBehaviour 14 | { 15 | [SerializeField] 16 | float seatCircleRadius = 3; 17 | 18 | [SerializeField] 19 | float rotationSpeed = 0; 20 | 21 | List m_CurrentSeats = new List(); 22 | 23 | public override void OnNetworkSpawn() 24 | { 25 | if (!IsServer || ApplicationData.IsServerUnitTest) //Ignore for server unit test 26 | return; 27 | 28 | ServerSingleton.Instance.Manager.NetworkServer.OnServerPlayerSpawned += JoinSeat_Server; 29 | ServerSingleton.Instance.Manager.NetworkServer.OnServerPlayerDespawned += LeaveSeat_Server; 30 | } 31 | 32 | public override void OnNetworkDespawn() 33 | { 34 | if (!IsServer || ApplicationData.IsServerUnitTest || ServerSingleton.Instance == null) 35 | return; 36 | 37 | ServerSingleton.Instance.Manager.NetworkServer.OnServerPlayerSpawned -= JoinSeat_Server; 38 | ServerSingleton.Instance.Manager.NetworkServer.OnServerPlayerDespawned -= LeaveSeat_Server; 39 | } 40 | 41 | void JoinSeat_Server(Matchplayer player) 42 | { 43 | m_CurrentSeats.Add(player); 44 | Debug.Log($"{player.PlayerName} sat at the table. {m_CurrentSeats.Count} sat at the table."); 45 | player.transform.SetParent(transform); 46 | 47 | RearrangeSeats(); 48 | } 49 | 50 | void RearrangeSeats() 51 | { 52 | var i = 0; 53 | foreach (var matchPlayer in m_CurrentSeats) 54 | { 55 | if (matchPlayer == null) 56 | return; 57 | var angle = (i * Mathf.PI * 2f / m_CurrentSeats.Count); 58 | var seatPosition = transform.rotation * new Vector3(Mathf.Cos(angle) * seatCircleRadius, 0, 59 | Mathf.Sin(angle) * seatCircleRadius); 60 | var facingCenter = Quaternion.LookRotation((transform.position - seatPosition), Vector3.up); 61 | matchPlayer.transform.position = seatPosition; 62 | matchPlayer.transform.rotation = facingCenter; 63 | i++; 64 | } 65 | } 66 | 67 | void Update() 68 | { 69 | if (IsServer || IsHost) 70 | transform.Rotate(Time.deltaTime * rotationSpeed * Vector3.up, Space.World); 71 | } 72 | 73 | void LeaveSeat_Server(Matchplayer player) 74 | { 75 | m_CurrentSeats.Remove(player); 76 | RearrangeSeats(); 77 | } 78 | } 79 | } -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Netcode/SeatManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 88edccbda5cf3494f85e09ad536c2cfb 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/ServerGameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4172f13f9b3602b4099954bff5e41852 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/ServerSingleton.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Threading.Tasks; 3 | using Matchplay.Shared; 4 | using Unity.Netcode; 5 | using Unity.Services.Core; 6 | using UnityEngine; 7 | using UnityEngine.Serialization; 8 | 9 | namespace Matchplay.Server 10 | { 11 | /// 12 | /// Monobehaviour Singleton pattern for easy access to the Server Game Manager 13 | /// We seperated the logic away from the Monobehaviour, so we could more easily write tests for it. 14 | /// 15 | public class ServerSingleton : MonoBehaviour 16 | { 17 | public static ServerSingleton Instance 18 | { 19 | get 20 | { 21 | if (s_ServerSingleton != null) return s_ServerSingleton; 22 | s_ServerSingleton = FindObjectOfType(); 23 | if (s_ServerSingleton == null) 24 | { 25 | Debug.LogError("No ServerSingleton in scene, did you run this from the bootStrap scene?"); 26 | return null; 27 | } 28 | 29 | return s_ServerSingleton; 30 | } 31 | } 32 | 33 | static ServerSingleton s_ServerSingleton; 34 | 35 | public ServerGameManager Manager 36 | { 37 | get 38 | { 39 | if (m_GameManager != null) 40 | { 41 | return m_GameManager; 42 | } 43 | 44 | Debug.LogError($"Server Manager is missing, did you run OpenConnection?"); 45 | return null; 46 | } 47 | } 48 | 49 | ServerGameManager m_GameManager; 50 | 51 | /// 52 | /// Server Should start itself as soon as the game starts. 53 | /// 54 | public async Task CreateServer() 55 | { 56 | await UnityServices.InitializeAsync(); 57 | 58 | m_GameManager = new ServerGameManager( 59 | ApplicationData.IP(), 60 | ApplicationData.Port(), 61 | ApplicationData.QPort(), 62 | NetworkManager.Singleton); 63 | } 64 | 65 | void Start() 66 | { 67 | DontDestroyOnLoad(gameObject); 68 | } 69 | 70 | void OnDestroy() 71 | { 72 | m_GameManager?.Dispose(); 73 | } 74 | } 75 | } -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/ServerSingleton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2c566983ffd513c4eb2184dce31ae714 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Services.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 912d4027bb7d0974f9806c0f3ea01591 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Services/MatchplayBackfiller.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c1b3dbd8ccc7a1459f39874f9f31362 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Services/MultiplayAllocationService.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 415bb68d1fa024c458c493534d8fa071 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Services/MultiplayServerQueryService.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Threading; 3 | using System.Threading.Tasks; 4 | using Unity.Services.Multiplay; 5 | using Debug = UnityEngine.Debug; 6 | 7 | namespace Matchplay.Server 8 | { 9 | public class MultiplayServerQueryService : IDisposable 10 | { 11 | IMultiplayService m_MultiplayService; 12 | IServerQueryHandler m_ServerQueryHandler; 13 | CancellationTokenSource m_ServerCheckCancel; 14 | public MultiplayServerQueryService() 15 | { 16 | try 17 | { 18 | m_MultiplayService = MultiplayService.Instance; 19 | m_ServerCheckCancel = new CancellationTokenSource(); 20 | } 21 | catch (Exception ex) 22 | { 23 | Debug.LogWarning($"Error creating Multiplay allocation service.\n{ex}"); 24 | } 25 | } 26 | 27 | public async Task BeginServerQueryHandler() 28 | { 29 | if (m_MultiplayService == null) 30 | return; 31 | 32 | m_ServerQueryHandler = await m_MultiplayService.StartServerQueryHandlerAsync((ushort)10, 33 | "ServerName", "GameType", "0", "MapName"); 34 | 35 | #pragma warning disable 4014 36 | ServerQueryLoop(m_ServerCheckCancel.Token); 37 | #pragma warning restore 4014 38 | } 39 | 40 | public void SetServerName(string name) 41 | { 42 | m_ServerQueryHandler.ServerName = name; 43 | } 44 | 45 | public void SetBuildID(string id) 46 | { 47 | m_ServerQueryHandler.BuildId = id; 48 | } 49 | 50 | public void SetMaxPlayers(ushort players) 51 | { 52 | m_ServerQueryHandler.MaxPlayers = players; 53 | } 54 | 55 | public void SetPlayerCount(ushort count) 56 | { 57 | m_ServerQueryHandler.CurrentPlayers = count; 58 | } 59 | 60 | public void AddPlayer() 61 | { 62 | m_ServerQueryHandler.CurrentPlayers += 1; 63 | } 64 | 65 | public void RemovePlayer() 66 | { 67 | m_ServerQueryHandler.CurrentPlayers -= 1; 68 | } 69 | 70 | public void SetMap(string newMap) 71 | { 72 | m_ServerQueryHandler.Map = newMap; 73 | } 74 | 75 | public void SetMode(string mode) 76 | { 77 | m_ServerQueryHandler.GameType = mode; 78 | } 79 | 80 | async Task ServerQueryLoop(CancellationToken cancellationToken) 81 | { 82 | while (!cancellationToken.IsCancellationRequested) 83 | { 84 | // Prompt the handler to deal with any incoming request packets. 85 | // Ensure the delay here is sub 1 second, to ensure that incoming packets are not dropped. 86 | m_ServerQueryHandler.UpdateServerCheck(); 87 | await Task.Delay(100); 88 | } 89 | } 90 | 91 | public void Dispose() 92 | { 93 | if (m_ServerCheckCancel != null) 94 | m_ServerCheckCancel.Cancel(); 95 | } 96 | } 97 | } 98 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Server/Services/MultiplayServerQueryService.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f37a7016c1f75434cab7f0a28f71aa85 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91f88d8c925c6a349832b827ec6c6d84 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/ApplicationData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ffae0fc4e2f3044f82faa45abf7a767 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/EditorApplicationController.cs: -------------------------------------------------------------------------------- 1 | #if UNITY_EDITOR 2 | using ParrelSync; 3 | #endif 4 | using Matchplay.Shared; 5 | using UnityEngine; 6 | 7 | namespace Matchplay.Editor 8 | { 9 | ///Helps launch ParrelSynced Projects for easy testing 10 | public class EditorApplicationController : MonoBehaviour 11 | { 12 | public ApplicationController m_Controller; 13 | 14 | 15 | public void Start() 16 | { 17 | #if UNITY_EDITOR 18 | 19 | if (ClonesManager.IsClone()) 20 | { 21 | var argument = ClonesManager.GetArgument(); 22 | if (argument == "server") 23 | m_Controller.OnParrelSyncStarted(true,"server"); 24 | else if (argument == "client") 25 | { 26 | m_Controller.OnParrelSyncStarted(false,"client"); 27 | } 28 | } 29 | else 30 | m_Controller.OnParrelSyncStarted(false, "client"); 31 | #endif 32 | } 33 | } 34 | } -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/EditorApplicationController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ec48f5019a1a9f4a9ae7ca2d44d6ce3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Game.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 37f9f49b0c5ce9b49a46eeef368d311c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Game/GameData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5cf5000465e32f1418782b7adf321f03 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d21a153528e4a914dad6247da605c1c9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode/DisconnectReason.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Matchplay.Networking 4 | { 5 | /// 6 | /// This class provides some additional context for the connection managed by the MatchplayNetworkClient. If a disconnect occurs, or is expected to occur, client 7 | /// code can set the reason why here. Then subsequent code can interrogate this class to get the disconnect reason, and display appropriate information to 8 | /// the user, even after a scene transition has occurred. The state is set back to Undefined if a new connection is begun. 9 | /// 10 | public class DisconnectReason 11 | { 12 | /// 13 | /// When a disconnect is detected (or expected), set this to provide some context for why it occurred. 14 | /// 15 | public void SetDisconnectReason( ConnectStatus reason) 16 | { 17 | //using an explicit setter here rather than the auto-property, to make the code locations where disconnect information is set more obvious. 18 | Debug.Assert(reason != ConnectStatus.Success); 19 | Reason = reason; 20 | } 21 | 22 | /// 23 | /// The reason why a disconnect occurred, or Undefined if not set. 24 | /// 25 | public ConnectStatus Reason { get; private set; } = ConnectStatus.Undefined; 26 | 27 | /// 28 | /// Clear the DisconnectReason, returning it to Undefined. 29 | /// 30 | public void Clear() 31 | { 32 | Reason = ConnectStatus.Undefined; 33 | } 34 | 35 | /// 36 | /// Has a TransitionReason already be set? (The TransitionReason provides context for why someone transition back to the MainMenu, and is a one-use item 37 | /// that is unset as soon as it is read). 38 | /// 39 | public bool HasTransitionReason => Reason != ConnectStatus.Undefined; 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode/DisconnectReason.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c92998344b3ecfa4da078bd59ebd469e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode/MatchplayNetworkMessenger.cs: -------------------------------------------------------------------------------- 1 | using Unity.Netcode; 2 | using UnityEditor; 3 | using UnityEngine; 4 | 5 | namespace Matchplay.Networking 6 | { 7 | public enum NetworkMessage 8 | { 9 | LocalClientConnected, 10 | LocalClientDisconnected, 11 | } 12 | 13 | /// 14 | /// Small Wrapper that centralizes the custom network message types that can pass between client and server. 15 | /// 16 | public class MatchplayNetworkMessenger 17 | { 18 | public static void SendMessageToAll(NetworkMessage messageType, FastBufferWriter writer) 19 | { 20 | NetworkManager.Singleton.CustomMessagingManager.SendNamedMessageToAll(messageType.ToString(), writer); 21 | } 22 | 23 | public static void SendMessageTo(NetworkMessage messageType, ulong clientId, FastBufferWriter writer) 24 | { 25 | NetworkManager.Singleton.CustomMessagingManager.SendNamedMessage(messageType.ToString(), clientId, writer); 26 | } 27 | 28 | public static void RegisterListener(NetworkMessage messageType, CustomMessagingManager.HandleNamedMessageDelegate listenerMethod) 29 | { 30 | NetworkManager.Singleton.CustomMessagingManager.RegisterNamedMessageHandler(messageType.ToString(), listenerMethod); 31 | } 32 | 33 | public static void UnRegisterListener(NetworkMessage messageType) 34 | { 35 | if (NetworkManager.Singleton == null) 36 | return; 37 | NetworkManager.Singleton.CustomMessagingManager.UnregisterNamedMessageHandler(messageType.ToString()); 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode/MatchplayNetworkMessenger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d1e5ef22279f8a7479fd385b38d33293 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode/NetworkGuid.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Netcode; 3 | 4 | namespace Matchplay.Networking 5 | { 6 | public struct NetworkGuid : INetworkSerializable 7 | { 8 | public ulong FirstHalf; 9 | public ulong SecondHalf; 10 | 11 | public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter 12 | { 13 | serializer.SerializeValue(ref FirstHalf); 14 | serializer.SerializeValue(ref SecondHalf); 15 | } 16 | } 17 | 18 | public static class NetworkGuidExtensions 19 | { 20 | public static NetworkGuid ToNetworkGuid(this Guid id) 21 | { 22 | var networkId = new NetworkGuid(); 23 | networkId.FirstHalf = BitConverter.ToUInt64(id.ToByteArray(), 0); 24 | networkId.SecondHalf = BitConverter.ToUInt64(id.ToByteArray(), 8); 25 | return networkId; 26 | } 27 | 28 | public static Guid ToGuid(this NetworkGuid networkId) 29 | { 30 | var bytes = new byte[16]; 31 | Buffer.BlockCopy(BitConverter.GetBytes(networkId.FirstHalf), 0, bytes, 0, 8); 32 | Buffer.BlockCopy(BitConverter.GetBytes(networkId.SecondHalf), 0, bytes, 8, 8); 33 | return new Guid(bytes); 34 | } 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode/NetworkGuid.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0718d2aeb8bd40f9a5e8f08f8903a02a 3 | timeCreated: 1631560658 -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode/NetworkModels.cs: -------------------------------------------------------------------------------- 1 | using Unity.Collections; 2 | using Unity.Netcode; 3 | 4 | namespace Matchplay.Networking 5 | { 6 | public enum ConnectStatus 7 | { 8 | Undefined, 9 | Success, //client successfully connected. This may also be a successful reconnect. 10 | ServerFull, //can't join, server is already at capacity. 11 | LoggedInAgain, //logged in on a separate client, causing this one to be kicked out. 12 | UserRequestedDisconnect, //Intentional Disconnect triggered by the user. 13 | GenericDisconnect, //server disconnected, but no specific reason given. 14 | Timeout //networkClient timed out while connecting 15 | } 16 | 17 | public struct NetworkString : INetworkSerializable 18 | { 19 | private ForceNetworkSerializeByMemcpy _info; 20 | 21 | public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter 22 | { 23 | serializer.SerializeValue(ref _info); 24 | } 25 | 26 | public override string ToString() 27 | { 28 | return _info.Value.ToString(); 29 | } 30 | 31 | public static implicit operator string(NetworkString s) => s.ToString(); 32 | 33 | public static implicit operator NetworkString(string s) => 34 | new NetworkString() { _info = new FixedString32Bytes(s) }; 35 | } 36 | } -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode/NetworkModels.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6a537581624752948a40e81896bb6d1d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode/SynchedServerData.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Matchplay.Networking; 3 | using Unity.Netcode; 4 | using UnityEngine; 5 | 6 | namespace Matchplay.Shared 7 | { 8 | /// 9 | /// The Shared Network Server State 10 | /// 11 | public class SynchedServerData : NetworkBehaviour 12 | { 13 | [HideInInspector] 14 | public NetworkVariable serverID = new NetworkVariable(); 15 | public NetworkVariable map = new NetworkVariable(); 16 | public NetworkVariable gameMode = new NetworkVariable(); 17 | public NetworkVariable gameQueue = new NetworkVariable(); 18 | /// 19 | /// NetworkedVariables have no built-in callback for the initial client-server synch. 20 | /// This lets non-networked classes know when we are ready to read the values. 21 | /// 22 | public Action OnNetworkSpawned; 23 | 24 | public override void OnNetworkSpawn() 25 | { 26 | OnNetworkSpawned?.Invoke(); 27 | } 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Netcode/SynchedServerData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f88b1a73ee9a5674da11c1cca7fdbd05 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 277303bc80e1a9c448742690fc9df392 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools/ColorTools.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | namespace Matchplay.Shared.Tools 5 | { 6 | public class Customization 7 | { 8 | static List s_Colors = new List() 9 | { 10 | new Color(0.7f,0.2f, 0.2f), 11 | new Color(0.7f,0.4f, 0.2f), 12 | new Color(0.7f,0.6f, 0.1f), 13 | new Color(0.6f,0.2f, 0.5f), 14 | new Color(0.2f,0.5f, 0.1f), 15 | new Color(0.3f,0.7f, 0.7f), 16 | new Color(0.2f,0.4f, 0.7f), 17 | new Color(0.7f,0.5f, 0.9f), 18 | new Color(0.9f,0.6f, 0.6f), 19 | new Color(0.9f,0.9f, 0.9f), 20 | new Color(0.2f,0.7f, 0.3f), 21 | }; 22 | 23 | public static Color IDToColor(ulong ID) 24 | { 25 | int IDint = Mathf.RoundToInt(ID); 26 | 27 | if(IDint>s_Colors.Count||IDint<0) 28 | return Color.black; 29 | 30 | return s_Colors[IDint]; 31 | } 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools/ColorTools.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 456b2481e0a6f4a75b3bf87355a01708 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools/FlagOperations.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | namespace Matchplay.Shared.Tools 7 | { 8 | public static class FlagOperation{ 9 | public static IEnumerable GetUniqueFlags(this T flags) where T:Enum 10 | { 11 | ulong flag = 1; 12 | foreach (var value in Enum.GetValues(flags.GetType()).Cast()) 13 | { 14 | ulong bits = Convert.ToUInt64(value); 15 | while (flag < bits) 16 | { 17 | flag <<= 1; 18 | } 19 | 20 | if (flag == bits && flags.HasFlag(value)) 21 | { 22 | yield return (T)value; 23 | } 24 | } 25 | } 26 | } 27 | 28 | 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools/FlagOperations.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 58ee4a3b9a8239746a2954d4d04cfef7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools/LocalProfileTool.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | #if UNITY_EDITOR 3 | using System; 4 | using ParrelSync; 5 | 6 | #endif 7 | 8 | namespace Matchplay.Shared.Tools 9 | { 10 | public static class LocalProfileTool 11 | { 12 | static string s_LocalProfileSuffix; 13 | 14 | public static string LocalProfileSuffix => s_LocalProfileSuffix ??= GetCloneName(); 15 | 16 | static string GetCloneName() 17 | { 18 | #if UNITY_EDITOR 19 | 20 | //The code below makes it possible for the clone instance to log in as a different user profile in Authentication service. 21 | //This allows us to test services integration locally by utilising Parrelsync. 22 | if (ClonesManager.IsClone()) 23 | { 24 | var cloneName = ClonesManager.GetCurrentProject().name; 25 | 26 | return cloneName; 27 | } 28 | #endif 29 | return ""; 30 | } 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools/LocalProfileTool.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e5118ff8b5ccc44a90fc46a3f3c3e66 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools/NameGenerator.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Text; 3 | 4 | namespace Matchplay.Shared.Tools 5 | { 6 | /// 7 | /// Just for fun, give a cute default player name if no name is provided, based on a hash of their anonymous ID. 8 | /// 9 | public static class NameGenerator 10 | { 11 | public static string GetName(string userId) 12 | { 13 | int seed = userId.GetHashCode(); 14 | seed *= Math.Sign(seed); 15 | StringBuilder nameOutput = new StringBuilder(); 16 | #region Word part 17 | int word = seed % 22; 18 | if (word == 0) // Note that some more data-driven approach would be better. 19 | nameOutput.Append("Ant"); 20 | else if (word == 1) 21 | nameOutput.Append("Bear"); 22 | else if (word == 2) 23 | nameOutput.Append("Crow"); 24 | else if (word == 3) 25 | nameOutput.Append("Dog"); 26 | else if (word == 4) 27 | nameOutput.Append("Eel"); 28 | else if (word == 5) 29 | nameOutput.Append("Frog"); 30 | else if (word == 6) 31 | nameOutput.Append("Gopher"); 32 | else if (word == 7) 33 | nameOutput.Append("Heron"); 34 | else if (word == 8) 35 | nameOutput.Append("Ibex"); 36 | else if (word == 9) 37 | nameOutput.Append("Jerboa"); 38 | else if (word == 10) 39 | nameOutput.Append("Koala"); 40 | else if (word == 11) 41 | nameOutput.Append("Llama"); 42 | else if (word == 12) 43 | nameOutput.Append("Moth"); 44 | else if (word == 13) 45 | nameOutput.Append("Newt"); 46 | else if (word == 14) 47 | nameOutput.Append("Owl"); 48 | else if (word == 15) 49 | nameOutput.Append("Puffin"); 50 | else if (word == 16) 51 | nameOutput.Append("Rabbit"); 52 | else if (word == 17) 53 | nameOutput.Append("Snake"); 54 | else if (word == 18) 55 | nameOutput.Append("Trout"); 56 | else if (word == 19) 57 | nameOutput.Append("Vulture"); 58 | else if (word == 20) 59 | nameOutput.Append("Wolf"); 60 | else 61 | nameOutput.Append("Zebra"); 62 | #endregion 63 | 64 | int number = seed % 1000; 65 | nameOutput.Append(number.ToString("000")); 66 | 67 | return nameOutput.ToString(); 68 | } 69 | } 70 | } 71 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools/NameGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d0b1ef5b04231a4baee2e0c3284be8b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools/RendererColorer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Serialization; 5 | 6 | namespace Matchplay.Shared.Tools 7 | { 8 | public class RendererColorer : MonoBehaviour 9 | { 10 | [SerializeField] 11 | Renderer m_RenderInstance; 12 | [SerializeField] 13 | Color m_startColor = Color.black; 14 | [SerializeField] 15 | bool setColorAtStart = false; 16 | 17 | public void Start() 18 | { 19 | if (setColorAtStart) 20 | SetColor(m_startColor); 21 | } 22 | 23 | public void SetColor(Color color) 24 | { 25 | m_RenderInstance.material.color = color; 26 | } 27 | } 28 | } -------------------------------------------------------------------------------- /Assets/Scripts/Matchplay/Shared/Tools/RendererColorer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 87dcc3c8f63966f47baa751bbb27d04f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Tests.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f92e4bd7c51128c49beeca8cb7b30a96 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Tests/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3313523f7b72fb34f835f12cd45b286f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Tests/Editor/MatchmakerTests.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using Matchplay.Server; 5 | using Matchplay.Shared; 6 | using Matchplay.Shared.Tools; 7 | using NUnit.Framework; 8 | using Unity.Services.Matchmaker.Models; 9 | using UnityEngine; 10 | using Random = UnityEngine.Random; 11 | 12 | namespace Matchplay.Tests 13 | { 14 | public class MatchmakerTests 15 | { 16 | /// Pick the game mode and map which all the players share. 17 | /// 18 | [Test] 19 | public void AllocationPayloadToGameInfo_SharedGameInfo() 20 | { 21 | var spaceMeditationPlayer1 = NewMatchPlayer(GameQueue.Casual, Map.Space, GameMode.Meditating); 22 | 23 | var spaceMeditationPlayer2 = NewMatchPlayer(GameQueue.Casual, Map.Space, GameMode.Meditating); 24 | 25 | var playerList = new List() 26 | { 27 | spaceMeditationPlayer1, 28 | spaceMeditationPlayer2 29 | }; 30 | var simulatedPayload = CasualDefaultAllocationPayload(playerList); 31 | 32 | var returnedGameInfo = ServerGameManager.PickGameInfo(simulatedPayload); 33 | 34 | Debug.Log($"Users shared map and mode, picked {returnedGameInfo.map} and {returnedGameInfo.gameMode}"); 35 | Assert.IsTrue(returnedGameInfo.map == Map.Space && returnedGameInfo.gameMode == GameMode.Meditating, 36 | $"Users shared Space and Meditating, picked {returnedGameInfo.map} and {returnedGameInfo.gameMode}"); 37 | } 38 | 39 | MatchmakingResults CasualDefaultAllocationPayload(List players) 40 | { 41 | var playerIdList = players.Select(player => player.Id).ToList(); 42 | var teamPonder = new Team("Ponderers", FakeId(), playerIdList); 43 | 44 | var teamList = new List() 45 | { 46 | teamPonder 47 | }; 48 | 49 | var backfillTicketId = FakeId(); 50 | var matchProperties = 51 | new MatchProperties(teams: teamList, players: players, backfillTicketId: backfillTicketId); 52 | 53 | //The Matchmaker constructs this for us 54 | return new MatchmakingResults(matchProperties, null, "casual-queue", "Default Pool", null, backfillTicketId); 55 | } 56 | 57 | Player NewMatchPlayer(GameQueue queue, Map chosenMap, 58 | GameMode chosenMode) 59 | { 60 | GameInfo playerGameInfo = new GameInfo 61 | { 62 | map = chosenMap, 63 | gameMode = chosenMode, 64 | gameQueue = queue, 65 | }; 66 | 67 | var fakeAuthId = FakeId(); 68 | 69 | UserData playerData = new UserData(NameGenerator.GetName(fakeAuthId), fakeAuthId, 1, playerGameInfo); 70 | return new Player(playerData.userName, playerData.userGamePreferences); 71 | } 72 | 73 | string FakeId() => Guid.NewGuid().ToString(); 74 | } 75 | } -------------------------------------------------------------------------------- /Assets/Scripts/Tests/Editor/MatchmakerTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03e83812674f0314586f93d8f0dfb4c4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Tests/MatchplayTests.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "MatchplayTests", 3 | "rootNamespace": "", 4 | "references": [ 5 | "Matchplay", 6 | "UnityEditor.TestRunner", 7 | "Unity.Services.Matchmaker", 8 | "Unity.Services.Core", 9 | "Unity.Netcode.Runtime", 10 | "UnityEngine.TestRunner" 11 | ], 12 | "includePlatforms": [ 13 | "Editor" 14 | ], 15 | "excludePlatforms": [], 16 | "allowUnsafeCode": false, 17 | "overrideReferences": true, 18 | "precompiledReferences": [], 19 | "autoReferenced": false, 20 | "defineConstraints": [ 21 | "UNITY_INCLUDE_TESTS" 22 | ], 23 | "versionDefines": [], 24 | "noEngineReferences": false 25 | } -------------------------------------------------------------------------------- /Assets/Scripts/Tests/MatchplayTests.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 36cf176e9677a7343a135b0feebdb313 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts/Tests/Runtime.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0710168c16374408d866210c16dcce5c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Tests/Runtime/ClientTests.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Threading.Tasks; 3 | using Matchplay.Client; 4 | using Matchplay.Shared; 5 | using NUnit.Framework; 6 | using Unity.Netcode; 7 | using UnityEngine; 8 | using UnityEngine.TestTools; 9 | 10 | namespace Matchplay.Tests 11 | { 12 | public class ClientTests 13 | { 14 | NetworkManager m_TestManager; 15 | 16 | [OneTimeSetUp] 17 | [RequiresPlayMode] 18 | public void OneTimeSetup() 19 | { 20 | m_TestManager = TestResources.TestNetworkManager(); 21 | } 22 | 23 | [TearDown] 24 | [RequiresPlayMode] 25 | public void TearDown() 26 | { 27 | AuthenticationWrapper.SignOut(); 28 | if (m_TestManager.IsListening) 29 | { 30 | m_TestManager.Shutdown(); 31 | } 32 | } 33 | 34 | [UnityTest] 35 | [RequiresPlayMode] 36 | public IEnumerator Client_Initialization_With_Services() 37 | { 38 | ClientGameManager clientManager = new ClientGameManager("timeInClient"); 39 | 40 | var awaitClientInitialization = AwaitClientInitializedOrTimeout(clientManager, 6); 41 | yield return new WaitUntil(() => awaitClientInitialization.IsCompleted); 42 | Assert.NotNull(clientManager.User); 43 | Assert.NotNull(clientManager.NetworkClient); 44 | Assert.NotNull(clientManager.Matchmaker); 45 | Assert.AreEqual(AuthState.Authenticated, AuthenticationWrapper.AuthorizationState); 46 | Debug.Log("Client started with services"); 47 | } 48 | 49 | async Task AwaitClientInitializedOrTimeout(ClientGameManager manager, int timeOutSeconds) 50 | { 51 | await Task.WhenAny(new Task(async () => 52 | { 53 | while (!manager.Initialized) 54 | { 55 | await Task.Delay(100); 56 | } 57 | }), Task.Delay(timeOutSeconds * 1000)); 58 | } 59 | } 60 | } -------------------------------------------------------------------------------- /Assets/Scripts/Tests/Runtime/ClientTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6d8a5bbabd754965b96f9a50d64ec86 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Tests/Runtime/ServerTests.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Threading.Tasks; 4 | using Matchplay.Server; 5 | using Matchplay.Shared; 6 | using NUnit.Framework; 7 | using Unity.Netcode; 8 | using Unity.Services.Core; 9 | using UnityEngine; 10 | using UnityEngine.SceneManagement; 11 | using UnityEngine.TestTools; 12 | 13 | namespace Matchplay.Tests 14 | { 15 | public class ServerTests 16 | { 17 | NetworkManager m_TestManager; 18 | 19 | const string k_LocalIP = "127.0.0.1"; 20 | const int k_DefaultPort = 7777; 21 | const int k_DefaultQPort = 7787; 22 | 23 | [OneTimeSetUp] 24 | [RequiresPlayMode] 25 | public void OneTimeSetup() 26 | { 27 | ApplicationData.IsServerUnitTest = true; 28 | m_TestManager = TestResources.TestNetworkManager(); 29 | } 30 | 31 | [TearDown] 32 | [RequiresPlayMode] 33 | public void TearDown() 34 | { 35 | if (m_TestManager.IsListening) 36 | { 37 | m_TestManager.Shutdown(); 38 | } 39 | } 40 | 41 | [UnityTest] 42 | [RequiresPlayMode] 43 | public IEnumerator Create_Local_Server_Staring_Lab_Casual() 44 | { 45 | var startingGameInfo = new GameInfo 46 | { 47 | gameMode = GameMode.Staring, 48 | map = Map.Lab, 49 | gameQueue = GameQueue.Casual 50 | }; 51 | 52 | var createServerTask = CreateServerAsync(k_LocalIP, k_DefaultPort, k_DefaultQPort, 53 | startingGameInfo); 54 | 55 | yield return new WaitUntil(() => createServerTask.IsCompleted); 56 | var createdServer = createServerTask.Result; 57 | Assert.AreEqual(SceneManager.GetActiveScene(), SceneManager.GetSceneByName(startingGameInfo.ToSceneName)); 58 | Assert.NotNull(createdServer.ServerData); 59 | Assert.AreEqual(startingGameInfo.gameMode, createdServer.ServerData.gameMode.Value); 60 | Assert.AreEqual(startingGameInfo.map, createdServer.ServerData.map.Value); 61 | Assert.AreEqual(startingGameInfo.gameQueue, createdServer.ServerData.gameQueue.Value); 62 | Assert.IsFalse(createdServer.StartedServices); 63 | } 64 | 65 | [UnityTest] 66 | [RequiresPlayMode] 67 | public IEnumerator Create_Local_Server_Meditating_Space_Competitive() 68 | { 69 | var startingGameInfo = new GameInfo 70 | { 71 | gameMode = GameMode.Meditating, 72 | map = Map.Space, 73 | gameQueue = GameQueue.Competitive 74 | }; 75 | var createServerTask = CreateServerAsync(k_LocalIP, k_DefaultPort, k_DefaultQPort, 76 | startingGameInfo); 77 | 78 | yield return new WaitUntil(() => createServerTask.IsCompleted); 79 | var createdServer = createServerTask.Result; 80 | Assert.AreEqual(SceneManager.GetActiveScene(), SceneManager.GetSceneByName(startingGameInfo.ToSceneName)); 81 | Assert.NotNull(createdServer.ServerData); 82 | Assert.AreEqual(startingGameInfo.gameMode, createdServer.ServerData.gameMode.Value); 83 | Assert.AreEqual(startingGameInfo.map, createdServer.ServerData.map.Value); 84 | Assert.AreEqual(startingGameInfo.gameQueue, createdServer.ServerData.gameQueue.Value); 85 | Assert.IsFalse(createdServer.StartedServices); 86 | } 87 | 88 | async Task CreateServerAsync(string ip, int port, int qport, GameInfo gameInfo) 89 | { 90 | var serverGameManager = new ServerGameManager(ip, port, qport, NetworkManager.Singleton); 91 | await serverGameManager.StartGameServerAsync(gameInfo); 92 | return serverGameManager; 93 | } 94 | } 95 | } -------------------------------------------------------------------------------- /Assets/Scripts/Tests/Runtime/ServerTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c3ce6e93611f747dca6058ad9839b8c8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Tests/TestTools.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Netcode; 4 | using UnityEngine; 5 | 6 | public class TestResources 7 | { 8 | static NetworkManager s_TestNetworkManager; 9 | public static NetworkManager TestNetworkManager() 10 | { 11 | if (s_TestNetworkManager != null) 12 | return s_TestNetworkManager; 13 | var networkManagerPrefab = Resources.Load("NetworkManager"); 14 | return s_TestNetworkManager = GameObject.Instantiate(networkManagerPrefab); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Scripts/Tests/TestTools.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b1950f2093b144d7b834e397d5b9b42 3 | MonoImporter: 4 | 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Pro/Resources/TMP Settings.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3f5b5dff67a942289a9defa416b206f3 3 | timeCreated: 1436653997 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9f693669af91aa45ad615fc681ed29f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap Custom Atlas" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | _Padding ("Padding", float) = 0 15 | 16 | _StencilComp("Stencil Comparison", Float) = 8 17 | _Stencil("Stencil ID", Float) = 0 18 | _StencilOp("Stencil Operation", Float) = 0 19 | _StencilWriteMask("Stencil Write Mask", Float) = 255 20 | _StencilReadMask("Stencil Read Mask", Float) = 255 21 | 22 | _CullMode("Cull Mode", Float) = 0 23 | _ColorMask("Color Mask", Float) = 15 24 | } 25 | 26 | SubShader{ 27 | 28 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 29 | 30 | Stencil 31 | { 32 | Ref[_Stencil] 33 | Comp[_StencilComp] 34 | Pass[_StencilOp] 35 | ReadMask[_StencilReadMask] 36 | WriteMask[_StencilWriteMask] 37 | } 38 | 39 | 40 | Lighting Off 41 | Cull [_CullMode] 42 | ZTest [unity_GUIZTestMode] 43 | ZWrite Off 44 | Fog { Mode Off } 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask[_ColorMask] 47 | 48 | Pass { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : SV_POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float2 texcoord1 : TEXCOORD1; 71 | float4 mask : TEXCOORD2; 72 | }; 73 | 74 | uniform sampler2D _MainTex; 75 | uniform sampler2D _FaceTex; 76 | uniform float4 _FaceTex_ST; 77 | uniform fixed4 _FaceColor; 78 | 79 | uniform float _VertexOffsetX; 80 | uniform float _VertexOffsetY; 81 | uniform float4 _ClipRect; 82 | uniform float _MaskSoftnessX; 83 | uniform float _MaskSoftnessY; 84 | 85 | float2 UnpackUV(float uv) 86 | { 87 | float2 output; 88 | output.x = floor(uv / 4096); 89 | output.y = uv - 4096 * output.x; 90 | 91 | return output * 0.001953125; 92 | } 93 | 94 | v2f vert (appdata_t v) 95 | { 96 | float4 vert = v.vertex; 97 | vert.x += _VertexOffsetX; 98 | vert.y += _VertexOffsetY; 99 | 100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 101 | 102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 103 | 104 | fixed4 faceColor = v.color; 105 | faceColor *= _FaceColor; 106 | 107 | v2f OUT; 108 | OUT.vertex = vPosition; 109 | OUT.color = faceColor; 110 | OUT.texcoord0 = v.texcoord0; 111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 112 | float2 pixelSize = vPosition.w; 113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 114 | 115 | // Clamp _ClipRect to 16bit. 116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 118 | 119 | return OUT; 120 | } 121 | 122 | fixed4 frag (v2f IN) : SV_Target 123 | { 124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48bb5f55d8670e349b6e614913f9d910 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1e3b057af24249748ff873be7fafee47 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_Bitmap.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader{ 26 | 27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | 52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 54 | 55 | 56 | #include "UnityCG.cginc" 57 | 58 | struct appdata_t { 59 | float4 vertex : POSITION; 60 | fixed4 color : COLOR; 61 | float2 texcoord0 : TEXCOORD0; 62 | float2 texcoord1 : TEXCOORD1; 63 | }; 64 | 65 | struct v2f { 66 | float4 vertex : SV_POSITION; 67 | fixed4 color : COLOR; 68 | float2 texcoord0 : TEXCOORD0; 69 | float2 texcoord1 : TEXCOORD1; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | uniform sampler2D _MainTex; 74 | uniform sampler2D _FaceTex; 75 | uniform float4 _FaceTex_ST; 76 | uniform fixed4 _FaceColor; 77 | 78 | uniform float _VertexOffsetX; 79 | uniform float _VertexOffsetY; 80 | uniform float4 _ClipRect; 81 | uniform float _MaskSoftnessX; 82 | uniform float _MaskSoftnessY; 83 | 84 | float2 UnpackUV(float uv) 85 | { 86 | float2 output; 87 | output.x = floor(uv / 4096); 88 | output.y = uv - 4096 * output.x; 89 | 90 | return output * 0.001953125; 91 | } 92 | 93 | v2f vert (appdata_t v) 94 | { 95 | float4 vert = v.vertex; 96 | vert.x += _VertexOffsetX; 97 | vert.y += _VertexOffsetY; 98 | 99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 100 | 101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 102 | 103 | fixed4 faceColor = v.color; 104 | faceColor *= _FaceColor; 105 | 106 | v2f OUT; 107 | OUT.vertex = vPosition; 108 | OUT.color = faceColor; 109 | OUT.texcoord0 = v.texcoord0; 110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 111 | float2 pixelSize = vPosition.w; 112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 113 | 114 | // Clamp _ClipRect to 16bit. 115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 117 | 118 | return OUT; 119 | } 120 | 121 | fixed4 frag (v2f IN) : SV_Target 122 | { 123 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 128e987d567d4e2c824d754223b3f3b0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd89cf5b9246416f84610a006f916af7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14eb328de4b8eb245bb7cea29e4ac00b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1ede39bf3643ee8e493720e4259791 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a02a7d8c237544f1962732b55a9aebf1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader: -------------------------------------------------------------------------------- 1 | // Simplified SDF shader: 2 | // - No Shading Option (bevel / bump / env map) 3 | // - No Glow Option 4 | // - Softness is applied on both side of the outline 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field SSD" { 7 | 8 | Properties { 9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) 10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 11 | 12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 15 | 16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) 17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 21 | 22 | _WeightNormal ("Weight Normal", float) = 0 23 | _WeightBold ("Weight Bold", float) = .5 24 | 25 | _ShaderFlags ("Flags", float) = 0 26 | _ScaleRatioA ("Scale RatioA", float) = 1 27 | _ScaleRatioB ("Scale RatioB", float) = 1 28 | _ScaleRatioC ("Scale RatioC", float) = 1 29 | 30 | _MainTex ("Font Atlas", 2D) = "white" {} 31 | _TextureWidth ("Texture Width", float) = 512 32 | _TextureHeight ("Texture Height", float) = 512 33 | _GradientScale ("Gradient Scale", float) = 5 34 | _ScaleX ("Scale X", float) = 1 35 | _ScaleY ("Scale Y", float) = 1 36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 37 | _Sharpness ("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8d12adcee749c344b8117cf7c7eb912 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe393ace9b354375a9cb14cdbbc28be4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified version of the SDF Surface shader : 2 | // - No support for Bevel, Bump or envmap 3 | // - Diffuse only lighting 4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" { 7 | 8 | Properties { 9 | _FaceTex ("Fill Texture", 2D) = "white" {} 10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | _Sharpness ("Sharpness", Range(-1,1)) = 0 41 | 42 | _VertexOffsetX ("Vertex OffsetX", float) = 0 43 | _VertexOffsetY ("Vertex OffsetY", float) = 0 44 | 45 | _CullMode ("Cull Mode", Float) = 0 46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 47 | //_MaskSoftness ("Mask Softness", float) = 0 48 | } 49 | 50 | SubShader { 51 | 52 | Tags { 53 | "Queue"="Transparent" 54 | "IgnoreProjector"="True" 55 | "RenderType"="Transparent" 56 | } 57 | 58 | LOD 300 59 | Cull [_CullMode] 60 | 61 | CGPROGRAM 62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 63 | #pragma target 3.0 64 | #pragma shader_feature __ GLOW_ON 65 | 66 | #include "TMPro_Properties.cginc" 67 | #include "TMPro.cginc" 68 | 69 | half _FaceShininess; 70 | half _OutlineShininess; 71 | 72 | struct Input 73 | { 74 | fixed4 color : COLOR; 75 | float2 uv_MainTex; 76 | float2 uv2_FaceTex; 77 | float2 uv2_OutlineTex; 78 | float2 param; // Weight, Scale 79 | float3 viewDirEnv; 80 | }; 81 | 82 | #include "TMPro_Surface.cginc" 83 | 84 | ENDCG 85 | 86 | // Pass to render object as a shadow caster 87 | Pass 88 | { 89 | Name "Caster" 90 | Tags { "LightMode" = "ShadowCaster" } 91 | Offset 1, 1 92 | 93 | Fog {Mode Off} 94 | ZWrite On ZTest LEqual Cull Off 95 | 96 | CGPROGRAM 97 | #pragma vertex vert 98 | #pragma fragment frag 99 | #pragma multi_compile_shadowcaster 100 | #include "UnityCG.cginc" 101 | 102 | struct v2f { 103 | V2F_SHADOW_CASTER; 104 | float2 uv : TEXCOORD1; 105 | float2 uv2 : TEXCOORD3; 106 | float alphaClip : TEXCOORD2; 107 | }; 108 | 109 | uniform float4 _MainTex_ST; 110 | uniform float4 _OutlineTex_ST; 111 | float _OutlineWidth; 112 | float _FaceDilate; 113 | float _ScaleRatioA; 114 | 115 | v2f vert( appdata_base v ) 116 | { 117 | v2f o; 118 | TRANSFER_SHADOW_CASTER(o) 119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 122 | return o; 123 | } 124 | 125 | uniform sampler2D _MainTex; 126 | 127 | float4 frag(v2f i) : COLOR 128 | { 129 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 130 | clip(texcol.a - i.alphaClip); 131 | SHADOW_CASTER_FRAGMENT(i) 132 | } 133 | ENDCG 134 | } 135 | } 136 | 137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 138 | } 139 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85187c2149c549c5b33f0cdb02836b17 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7ada0af4f174f0694ca6a487b8f543d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_SDF.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68e6db2ebdc24f95958faec2be5558d6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMP_Sprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf81c85f95fe47e1a27f6ae460cf182c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMPro.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 407bc68d299748449bbf7f48ee690f8d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c334973cef89a9840b0b0c507e0377ab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3997e2241185407d80309a82f9148466 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMPro_Surface.cginc: -------------------------------------------------------------------------------- 1 | void VertShader(inout appdata_full v, out Input data) 2 | { 3 | v.vertex.x += _VertexOffsetX; 4 | v.vertex.y += _VertexOffsetY; 5 | 6 | UNITY_INITIALIZE_OUTPUT(Input, data); 7 | 8 | float bold = step(v.texcoord1.y, 0); 9 | 10 | // Generate normal for backface 11 | float3 view = ObjSpaceViewDir(v.vertex); 12 | v.normal *= sign(dot(v.normal, view)); 13 | 14 | #if USE_DERIVATIVE 15 | data.param.y = 1; 16 | #else 17 | float4 vert = v.vertex; 18 | float4 vPosition = UnityObjectToClipPos(vert); 19 | float2 pixelSize = vPosition.w; 20 | 21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); 22 | float scale = rsqrt(dot(pixelSize, pixelSize)); 23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); 24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 25 | data.param.y = scale; 26 | #endif 27 | 28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 29 | 30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 32 | } 33 | 34 | void PixShader(Input input, inout SurfaceOutput o) 35 | { 36 | 37 | #if USE_DERIVATIVE 38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 39 | pixelSize *= _TextureWidth * .75; 40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 41 | #else 42 | float scale = input.param.y; 43 | #endif 44 | 45 | // Signed distance 46 | float c = tex2D(_MainTex, input.uv_MainTex).a; 47 | float sd = (.5 - c - input.param.x) * scale + .5; 48 | float outline = _OutlineWidth*_ScaleRatioA * scale; 49 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 50 | 51 | // Color & Alpha 52 | float4 faceColor = _FaceColor; 53 | float4 outlineColor = _OutlineColor; 54 | faceColor *= input.color; 55 | outlineColor.a *= input.color.a; 56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 59 | faceColor.rgb /= max(faceColor.a, 0.0001); 60 | 61 | #if BEVEL_ON 62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 63 | 64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 68 | 69 | // Face Normal 70 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 71 | 72 | // Bumpmap 73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 76 | n = normalize(n - bump); 77 | 78 | // Cubemap reflection 79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 81 | #else 82 | float3 n = float3(0, 0, -1); 83 | float3 emission = float3(0, 0, 0); 84 | #endif 85 | 86 | #if GLOW_ON 87 | float4 glowColor = GetGlowColor(sd, scale); 88 | glowColor.a *= input.color.a; 89 | emission += glowColor.rgb*glowColor.a; 90 | faceColor = BlendARGB(glowColor, faceColor); 91 | faceColor.rgb /= max(faceColor.a, 0.0001); 92 | #endif 93 | 94 | // Set Standard output structure 95 | o.Albedo = faceColor.rgb; 96 | o.Normal = -n; 97 | o.Emission = emission; 98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 99 | o.Gloss = 1; 100 | o.Alpha = faceColor.a; 101 | } 102 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d930090c0cd643c7b55f19a38538c162 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0603b6d5186471b96c778c3949c7ce2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Sprites/EmojiOne Attribution.txt: -------------------------------------------------------------------------------- 1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/ 2 | 3 | Please visit their website to view the complete set of their emojis and review their licensing terms. -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 381dcb09d5029d14897e55f98031fca5 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Sprites/EmojiOne.json.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8f05276190cf498a8153f6cbe761d4e6 3 | timeCreated: 1480316860 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UI/TextMesh Pro/Sprites/EmojiOne.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/com.unity.services.samples.matchplay/0cbeee93c3f476016546e849688843c02f397899/Assets/UI/TextMesh Pro/Sprites/EmojiOne.png -------------------------------------------------------------------------------- /Assets/UI/UI Toolkit.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e14845bafd10557499c77c5d69d47d8c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UI/UI Toolkit/UnityThemes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4ef9ab0a05c06ab4ebb36102add4b93c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/UI/UI Toolkit/UnityThemes/UnityDefaultRuntimeTheme.tss: -------------------------------------------------------------------------------- 1 | @import url("unity-theme://default"); 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