├── .gitignore
├── Assets
├── kode80.meta
└── kode80
│ ├── Clouds.meta
│ ├── Clouds
│ ├── AssetVersion.xml
│ ├── AssetVersion.xml.meta
│ ├── ChangeLog.txt
│ ├── ChangeLog.txt.meta
│ ├── Docs.meta
│ ├── Docs
│ │ ├── kode80Clouds.epub
│ │ ├── kode80Clouds.epub.meta
│ │ ├── kode80Clouds.pdf
│ │ └── kode80Clouds.pdf.meta
│ ├── Editor.meta
│ ├── Editor
│ │ ├── CloudsEditor.cs
│ │ ├── CloudsEditor.cs.meta
│ │ ├── CubemapExporter.cs
│ │ ├── CubemapExporter.cs.meta
│ │ ├── TimeOfDayEditor.cs
│ │ ├── TimeOfDayEditor.cs.meta
│ │ ├── gui.meta
│ │ └── gui
│ │ │ ├── button_camera.png
│ │ │ ├── button_camera.png.meta
│ │ │ ├── button_clearmap.png
│ │ │ ├── button_clearmap.png.meta
│ │ │ ├── button_coverage.png
│ │ │ ├── button_coverage.png.meta
│ │ │ ├── button_cubemap.png
│ │ │ ├── button_cubemap.png.meta
│ │ │ ├── button_new.png
│ │ │ ├── button_new.png.meta
│ │ │ ├── button_properties.png
│ │ │ ├── button_properties.png.meta
│ │ │ ├── button_save.png
│ │ │ ├── button_save.png.meta
│ │ │ ├── button_saveas.png
│ │ │ ├── button_saveas.png.meta
│ │ │ ├── button_type.png
│ │ │ └── button_type.png.meta
│ ├── Examples.meta
│ ├── Examples
│ │ ├── Demo.meta
│ │ └── Demo
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ ├── kode80CloudsDemoSkybox.mat
│ │ │ └── kode80CloudsDemoSkybox.mat.meta
│ │ │ ├── Models.meta
│ │ │ ├── Models
│ │ │ ├── kode80CloudsDemoTerrain.asset
│ │ │ └── kode80CloudsDemoTerrain.asset.meta
│ │ │ ├── Scripts.meta
│ │ │ ├── Scripts
│ │ │ ├── FlyCamera.cs
│ │ │ └── FlyCamera.cs.meta
│ │ │ ├── Textures.meta
│ │ │ ├── Textures
│ │ │ ├── CliffAlbedoSpecular.tif
│ │ │ ├── CliffAlbedoSpecular.tif.meta
│ │ │ ├── CliffNormals.tif
│ │ │ ├── CliffNormals.tif.meta
│ │ │ ├── Coverage.png
│ │ │ ├── Coverage.png.meta
│ │ │ ├── GrassHillAlbedo.tif
│ │ │ ├── GrassHillAlbedo.tif.meta
│ │ │ ├── Moss_03_A.tif
│ │ │ ├── Moss_03_A.tif.meta
│ │ │ ├── Moss_03_N.tif
│ │ │ ├── Moss_03_N.tif.meta
│ │ │ ├── Soil_Mud01_d.tif
│ │ │ ├── Soil_Mud01_d.tif.meta
│ │ │ ├── Soil_Mud_Floor_39c246142130_large_nd.tif
│ │ │ ├── Soil_Mud_Floor_39c246142130_large_nd.tif.meta
│ │ │ ├── rock_d.tif
│ │ │ ├── rock_d.tif.meta
│ │ │ ├── rock_n.tif
│ │ │ └── rock_n.tif.meta
│ │ │ ├── kode80CloudsDemoScene.unity
│ │ │ └── kode80CloudsDemoScene.unity.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── kode80Clouds.meta
│ │ └── kode80Clouds
│ │ │ ├── CloudBlender.shader
│ │ │ ├── CloudBlender.shader.meta
│ │ │ ├── CloudBlenderEditor.shader
│ │ │ ├── CloudBlenderEditor.shader.meta
│ │ │ ├── CloudCombiner.shader
│ │ │ ├── CloudCombiner.shader.meta
│ │ │ ├── CloudShadowPass.shader
│ │ │ ├── CloudShadowPass.shader.meta
│ │ │ ├── CloudsCrepuscularRays.shader
│ │ │ ├── CloudsCrepuscularRays.shader.meta
│ │ │ ├── CurlNoise.png
│ │ │ ├── CurlNoise.png.meta
│ │ │ ├── TextureBrush.shader
│ │ │ ├── TextureBrush.shader.meta
│ │ │ ├── VolumeClouds.shader
│ │ │ ├── VolumeClouds.shader.meta
│ │ │ ├── VolumeCloudsCommon.cginc
│ │ │ ├── VolumeCloudsCommon.cginc.meta
│ │ │ ├── noise.bytes
│ │ │ ├── noise.bytes.meta
│ │ │ ├── noise_detail.bytes
│ │ │ └── noise_detail.bytes.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── BehaviorStateStore.cs
│ │ ├── BehaviorStateStore.cs.meta
│ │ ├── CrepuscularRays.cs
│ │ ├── CrepuscularRays.cs.meta
│ │ ├── EditorState.cs
│ │ ├── EditorState.cs.meta
│ │ ├── FullScreenQuad.cs
│ │ ├── FullScreenQuad.cs.meta
│ │ ├── RenderSettings.cs
│ │ ├── RenderSettings.cs.meta
│ │ ├── SharedProperties.cs
│ │ ├── SharedProperties.cs.meta
│ │ ├── TexturePainter.cs
│ │ ├── TexturePainter.cs.meta
│ │ ├── TimeOfDay.cs
│ │ ├── TimeOfDay.cs.meta
│ │ ├── TimeOfDayKeyFrame.cs
│ │ ├── TimeOfDayKeyFrame.cs.meta
│ │ ├── kode80CloudShadows.cs
│ │ ├── kode80CloudShadows.cs.meta
│ │ ├── kode80Clouds.cs
│ │ └── kode80Clouds.cs.meta
│ ├── kode80CloudsNonCommercialLicense.html
│ └── kode80CloudsNonCommercialLicense.html.meta
│ ├── Editor.meta
│ ├── Editor
│ ├── Localization.meta
│ ├── Localization
│ │ ├── Localize.cs
│ │ └── Localize.cs.meta
│ ├── Utils.meta
│ └── Utils
│ │ ├── ScriptableObjectUtility.cs
│ │ ├── ScriptableObjectUtility.cs.meta
│ │ ├── UnityFileUtility.cs
│ │ └── UnityFileUtility.cs.meta
│ ├── Effects.meta
│ ├── Effects
│ ├── Resources.meta
│ ├── Resources
│ │ ├── FilmicTonemapping.shader
│ │ └── FilmicTonemapping.shader.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── FilmicTonemapping.cs
│ │ └── FilmicTonemapping.cs.meta
│ ├── UnityTools.meta
│ └── UnityTools
│ ├── AssetVersion.xml
│ ├── AssetVersion.xml.meta
│ ├── EditorTools.meta
│ ├── EditorTools
│ ├── Editor.meta
│ ├── Editor
│ │ ├── ComponentContextMenu.cs
│ │ ├── ComponentContextMenu.cs.meta
│ │ ├── ComponentList.cs
│ │ ├── ComponentList.cs.meta
│ │ ├── RecordVideoWindow.cs
│ │ └── RecordVideoWindow.cs.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── RecordVideo.cs
│ │ └── RecordVideo.cs.meta
│ ├── GUIWrapper.meta
│ ├── GUIWrapper
│ ├── Editor.meta
│ └── Editor
│ │ ├── GUIBase.cs
│ │ ├── GUIBase.cs.meta
│ │ ├── GUIBaseContainer.cs
│ │ ├── GUIBaseContainer.cs.meta
│ │ ├── GUIButton.cs
│ │ ├── GUIButton.cs.meta
│ │ ├── GUIColorField.cs
│ │ ├── GUIColorField.cs.meta
│ │ ├── GUIDefaultInspector.cs
│ │ ├── GUIDefaultInspector.cs.meta
│ │ ├── GUIDelayedIntField.cs
│ │ ├── GUIDelayedIntField.cs.meta
│ │ ├── GUIEnumPopup.cs
│ │ ├── GUIEnumPopup.cs.meta
│ │ ├── GUIFoldout.cs
│ │ ├── GUIFoldout.cs.meta
│ │ ├── GUIHorizontal.cs
│ │ ├── GUIHorizontal.cs.meta
│ │ ├── GUIIntSlider.cs
│ │ ├── GUIIntSlider.cs.meta
│ │ ├── GUILabel.cs
│ │ ├── GUILabel.cs.meta
│ │ ├── GUIObjectField.cs
│ │ ├── GUIObjectField.cs.meta
│ │ ├── GUIPopup.cs
│ │ ├── GUIPopup.cs.meta
│ │ ├── GUIScrollView.cs
│ │ ├── GUIScrollView.cs.meta
│ │ ├── GUISlider.cs
│ │ ├── GUISlider.cs.meta
│ │ ├── GUISpace.cs
│ │ ├── GUISpace.cs.meta
│ │ ├── GUITextField.cs
│ │ ├── GUITextField.cs.meta
│ │ ├── GUITextureField.cs
│ │ ├── GUITextureField.cs.meta
│ │ ├── GUIToggle.cs
│ │ ├── GUIToggle.cs.meta
│ │ ├── GUIToolbar.cs
│ │ ├── GUIToolbar.cs.meta
│ │ ├── GUIVector3Field.cs
│ │ ├── GUIVector3Field.cs.meta
│ │ ├── GUIVertical.cs
│ │ └── GUIVertical.cs.meta
│ ├── Versioning.meta
│ └── Versioning
│ ├── Editor.meta
│ └── Editor
│ ├── AssetUpdateWindow.cs
│ ├── AssetUpdateWindow.cs.meta
│ ├── AssetUpdater.cs
│ ├── AssetUpdater.cs.meta
│ ├── AssetVersion.cs
│ ├── AssetVersion.cs.meta
│ ├── AssetVersionDownloader.cs
│ ├── AssetVersionDownloader.cs.meta
│ ├── SemanticVersion.cs
│ └── SemanticVersion.cs.meta
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityAdsSettings.asset
└── UnityConnectSettings.asset
├── README.md
└── kode80CloudsNonCommercialLicense.html
/.gitignore:
--------------------------------------------------------------------------------
1 | # Created by https://www.gitignore.io/api/unity
2 |
3 | ### Unity ###
4 | /[Ll]ibrary/
5 | /[Tt]emp/
6 | /[Oo]bj/
7 | /[Bb]uild/
8 |
9 | # Autogenerated VS/MD solution and project files
10 | *.csproj
11 | *.unityproj
12 | *.sln
13 | *.suo
14 | *.tmp
15 | *.user
16 | *.userprefs
17 | *.pidb
18 | *.booproj
19 |
20 | # Unity3D generated meta files
21 | *.pidb.meta
22 |
23 | # Unity3D Generated File On Crash Reports
24 | sysinfo.txt
25 | VolumeClouds.app
26 | .vscode
27 | Clouds Notes.oo3
28 | ios
29 | Creative
30 | VolumeClouds_Data/
31 | VolumeClouds.exe
32 | player_win_development_x86.pdb
33 | kode80Clouds.unitypackage
34 |
--------------------------------------------------------------------------------
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/Assets/kode80/Clouds/AssetVersion.xml:
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1 |
2 | kode80 Clouds
3 | kode80
4 | 1.1.1
5 | * Fixed shader compilation on < 5.3.0
6 | * Fixed GUI compilation error on < 5.3.0
7 | * Fixed draw order bug with transparent materials
8 | * Fixed clouds not displaying when Unity water is visible
9 |
10 | http://kode80.com/downloads/assets/kode80Clouds.unitypackage
11 | https://raw.github.com/kode80/kode80CloudsUnity3D/master/Assets/kode80/Clouds/AssetVersion.xml
12 |
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/Assets/kode80/Clouds/ChangeLog.txt:
--------------------------------------------------------------------------------
1 | kode80 Clouds ChangeLog
2 | ---------------------
3 |
4 | kode80 Clouds 1.1.1 (April 20th 2016)
5 | * Fixed shader compilation on < 5.3.0
6 | * Fixed GUI compilation error on < 5.3.0
7 | * Fixed draw order bug with transparent materials
8 | * Fixed clouds note displaying when Unity water is visible
9 |
10 |
11 | kode80 Clouds 1.1.0 (April 18th 2016):
12 |
13 | Note: before you install this version, you should remove the previous verion
14 | from your project. Certain files have been moved to fix editor conflicts
15 | and Unity's package installer does not handle moved/deleted files.
16 |
17 | * Added kode80CloudShadows component (place on directional light)
18 | * Added AssetUpdater (Window/kode80/Check for Asset Updates)
19 | * kode80Clouds now draws a gizmo for visualizing horizon/atmosphere size
20 | * kode80Clouds' transform now affects virtual skydome position in scene
21 | * Hardcoded input in demo's FlyCamera script (fixes Input Manager errors)
22 | * Fixed Coverage Editor's brush position for all atmosphere sizes
23 | * Fixed compile errors for < Unity 5.3.3
24 | * Fixed lighting when project is set to Gamma
25 | * Updated documentation
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/Assets/kode80/Clouds/Editor/TimeOfDayEditor.cs:
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1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using UnityEditor;
18 | using System.Collections;
19 | using kode80.Clouds;
20 |
21 | [CustomEditor( typeof(TimeOfDay))]
22 | public class TimeOfDayEditor : Editor
23 | {
24 | public override void OnInspectorGUI()
25 | {
26 | TimeOfDay timeOfDay = (TimeOfDay)target;
27 |
28 | DrawDefaultInspector();
29 | if( GUILayout.Button( "Sort Key Frames"))
30 | {
31 | timeOfDay.SortKeyFrames();
32 | }
33 | }
34 | }
35 |
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1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | Shader "Hidden/kode80/CloudBlender"
17 | {
18 | Properties
19 | {
20 | _MainTex ("Base (RGB)", 2D) = "white" {}
21 | }
22 | SubShader
23 | {
24 | Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
25 |
26 | Pass
27 | {
28 | Cull Off
29 | ZWrite Off
30 | Ztest LEqual
31 | //LOD 200
32 | Blend One OneMinusSrcAlpha
33 |
34 | CGPROGRAM
35 |
36 | #pragma vertex vert
37 | #pragma fragment frag
38 | #pragma target 3.0
39 | #include "UnityCG.cginc"
40 |
41 | sampler2D _MainTex;
42 | bool _IsGamma;
43 |
44 | struct v2f {
45 | float4 position : SV_POSITION;
46 | float2 uv : TEXCOORD0;
47 | };
48 |
49 | v2f vert(appdata_base v)
50 | {
51 | v2f o;
52 | o.position = float4(v.vertex.xyz, 1.0);
53 | o.uv = v.texcoord;
54 |
55 | if( _ProjectionParams.x < 0) {
56 | o.uv.y = 1-o.uv.y;
57 | }
58 |
59 | return o;
60 | }
61 |
62 | half4 frag (v2f input) : COLOR
63 | {
64 | half4 output = tex2D( _MainTex, input.uv);
65 |
66 | // IsGamma() not available in Unity 5.2.4
67 | return _IsGamma ? output : pow( output, 2.2);
68 | }
69 |
70 | ENDCG
71 | }
72 | }
73 | }
74 |
--------------------------------------------------------------------------------
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/Assets/kode80/Clouds/Resources/kode80Clouds/CloudBlenderEditor.shader:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | Shader "Hidden/kode80/CloudBlenderEditor"
17 | {
18 | Properties
19 | {
20 | _MainTex ("Base (RGB)", 2D) = "white" {}
21 | }
22 | SubShader
23 | {
24 | Tags { "Queue" = "Transparent" "RenderType"="Transparent" }
25 |
26 | Pass
27 | {
28 | Cull Off
29 | ZWrite Off
30 | Ztest LEqual
31 | //LOD 200
32 | Blend One OneMinusSrcAlpha
33 |
34 | CGPROGRAM
35 |
36 | #pragma vertex vert
37 | #pragma fragment frag
38 | #pragma target 3.0
39 | #include "UnityCG.cginc"
40 | #include "VolumeCloudsCommon.cginc"
41 |
42 |
43 | sampler2D _MainTex;
44 | sampler2D _Coverage;
45 | float _DrawCoverage;
46 | float _DrawType;
47 | float _DrawCursor;
48 | float3 _Cursor;
49 | float _CursorRadius;
50 | bool _IsGamma;
51 |
52 | float4 _MainTex_TexelSize;
53 |
54 | clouds_v2f vert(appdata_base v)
55 | {
56 | clouds_v2f o;
57 | o.position = float4(v.vertex.xyz, 1.0);
58 | o.uv = v.texcoord.xy;
59 |
60 | if( _ProjectionParams.x < 0) {
61 | o.uv.y = 1-o.uv.y;
62 | }
63 |
64 | o.cameraRay = UVToCameraRay( o.uv);
65 |
66 | return o;
67 | }
68 |
69 | half4 frag( clouds_v2f input) : COLOR
70 | {
71 | half4 color = tex2D( _MainTex, input.uv);
72 | float3 rayDirection = normalize( input.cameraRay);
73 | float2 uv = input.uv;
74 | float3 midIntersect = InternalRaySphereIntersect( _EarthRadius + _StartHeight, _CameraPosition, rayDirection);
75 | float3 maxIntersect = InternalRaySphereIntersect( _EarthRadius + _EndHeight, _CameraPosition, rayDirection);
76 |
77 | float2 bPos = float2( _Cursor.x, _Cursor.z);
78 | float2 v0 = float2( 0.0, 0.0);
79 | float2 v1 = maxIntersect.xz;
80 |
81 | float bA = 0.5;
82 | float3 bC = float3( 1.0, 0.0, 0.0);
83 |
84 | float innerR = _MaxDistance * _Cursor.y;
85 | float outerR = innerR + (_MaxDistance / 256.0 * 4.0);
86 | float rL = distance( _Cursor.xz, maxIntersect.xz);
87 |
88 |
89 | float2 coverageUV = (maxIntersect.xz / _MaxDistance) * 0.5 + 0.5;
90 | half4 coverage = tex2D( _Coverage, coverageUV);
91 |
92 | if( rayDirection.y >= 0.0)
93 | {
94 | if( _DrawCursor && distance( bPos, maxIntersect.xz) <= _CursorRadius)
95 | {
96 | bC = float3( 1.0, 0.0, 0.0);
97 | bA = 0.85;
98 |
99 | color.rgb *= 0.95;
100 | color.a *= 0.95;
101 |
102 | color.rgb = (bC * bA) * (1.0 - color.a) + color.rgb;
103 | color.a += bA * (1.0 - color.a);
104 |
105 |
106 | //color.rgb *= 1.0 - bA;
107 | //color.rgb += bC * bA;
108 | //color.a += bA * (1.0 - color.a);
109 | }
110 |
111 | if( _DrawCursor && distance( bPos, midIntersect.xz) <= _CursorRadius)
112 | {
113 | bC = float3( 1.0, 1.0, 0.0);
114 | bA = 0.5;
115 |
116 | color.rgb *= 1.0 - bA;
117 | color.rgb += bC * bA;
118 | color.a += bA * (1.0 - color.a);
119 | }
120 |
121 | if( _DrawCoverage == 1.0)
122 | {
123 | color.rgb += half3( coverage.r, coverage.r, coverage.r) * (1.0 - color.a);
124 | color.a = 1.0;
125 | }
126 | }
127 |
128 | // IsGamma() not available in Unity 5.2.4
129 | return _IsGamma ? color : pow( color, 2.2);
130 | }
131 |
132 | ENDCG
133 | }
134 | }
135 | }
136 |
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/Assets/kode80/Clouds/Resources/kode80Clouds/CloudCombiner.shader:
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1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | Shader "Hidden/kode80/CloudCombiner"
17 | {
18 | Properties
19 | {
20 | _MainTex ("Base (RGB)", 2D) = "white" {}
21 | }
22 | SubShader
23 | {
24 | Pass
25 | {
26 | Tags { "RenderType"="Opaque" }
27 | LOD 200
28 | Cull Off
29 | ZWrite Off
30 | Ztest LEqual
31 |
32 | CGPROGRAM
33 |
34 | #pragma vertex vert
35 | #pragma fragment frag
36 | #pragma target 3.0
37 | #include "UnityCG.cginc"
38 | #include "VolumeCloudsCommon.cginc"
39 |
40 | sampler2D _MainTex;
41 | sampler2D _SubFrame;
42 | sampler2D _PrevFrame;
43 |
44 |
45 | struct v2f {
46 | float4 position : SV_POSITION;
47 | float2 uv : TEXCOORD0;
48 | };
49 |
50 | v2f vert(appdata_img v)
51 | {
52 | v2f o;
53 | o.position = mul( UNITY_MATRIX_MVP, v.vertex);
54 | o.uv = v.texcoord;
55 |
56 | return o;
57 | }
58 |
59 | half4 frag (v2f input) : COLOR
60 | {
61 | float2 uv = floor(input.uv * _FrameSize);
62 | float2 uv2 = (floor(input.uv * _SubFrameSize) + 0.5) / _SubFrameSize;
63 |
64 | float x = fmod( uv.x, _SubPixelSize);
65 | float y = fmod( uv.y, _SubPixelSize);
66 | float frame = y * _SubPixelSize + x;
67 | float4 cloud;
68 |
69 | if( frame == _SubFrameNumber)
70 | {
71 | cloud = tex2D( _SubFrame, uv2);
72 | }
73 | else
74 | {
75 | float4 prevPos = float4( input.uv * 2.0 - 1.0, 1.0, 1.0);
76 | prevPos = mul( _InverseProjection, prevPos);
77 | prevPos = prevPos / prevPos.w;
78 | prevPos.xyz = mul( (float3x3)_InverseRotation, prevPos.xyz);
79 | prevPos.xyz = mul( (float3x3)_PreviousRotation, prevPos.xyz);
80 | float4 reproj = mul( _Projection, prevPos);
81 | reproj /= reproj.w;
82 | reproj.xy = reproj.xy * 0.5 + 0.5;
83 |
84 | if( reproj.y < 0.0 || reproj.y > 1.0 || reproj.x < 0.0 || reproj.x > 1.0)
85 | {
86 | //cloud = float4( 1.0, 0.0, 0.0, 1.0);
87 | cloud = tex2D( _SubFrame, input.uv);
88 | }
89 | else
90 | {
91 | cloud = tex2D( _PrevFrame, reproj.xy);
92 | }
93 | }
94 |
95 | return cloud;
96 | }
97 |
98 | ENDCG
99 | }
100 | }
101 | }
102 |
--------------------------------------------------------------------------------
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/Assets/kode80/Clouds/Resources/kode80Clouds/CloudShadowPass.shader:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | Shader "Hidden/kode80/CloudShadowPass"
17 | {
18 | Properties
19 | {
20 | _MainTex ("Texture", 2D) = "white" {}
21 | }
22 | SubShader
23 | {
24 | Cull Off ZWrite Off ZTest Always
25 | Blend DstColor Zero
26 |
27 | Pass
28 | {
29 | CGPROGRAM
30 | #pragma vertex vert
31 | #pragma fragment frag
32 |
33 | #include "UnityCG.cginc"
34 | #include "VolumeCloudsCommon.cginc"
35 |
36 |
37 | struct appdata {
38 | float4 vertex : POSITION;
39 | float2 texcoord : TEXCOORD0;
40 | };
41 |
42 | struct v2f
43 | {
44 | float2 uv : TEXCOORD0;
45 | float4 vertex : SV_POSITION;
46 | float3 ray : TEXCOORD1;
47 | };
48 |
49 |
50 | sampler2D _MainTex;
51 | sampler2D _CloudCoverage;
52 | sampler2D_float _CameraDepthTexture;
53 | float4x4 _InvCamera;
54 | float4x4 _InvProjection;
55 | float3 _Offset;
56 | float _CoverageScale;
57 | float2 _CoverageOffset;
58 | float3 _LightDirection;
59 | float _ShadowStrength;
60 |
61 | v2f vert (appdata v)
62 | {
63 | v2f o;
64 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
65 | o.uv = v.texcoord;
66 |
67 | float4 cameraRay = float4( v.texcoord * 2.0 - 1.0, 1.0, 1.0);
68 | cameraRay = mul( _InvProjection, cameraRay);
69 | cameraRay = cameraRay / cameraRay.w;
70 | o.ray = cameraRay.xyz;
71 |
72 | return o;
73 | }
74 |
75 | fixed4 frag (v2f i) : SV_Target
76 | {
77 | fixed4 pixel = tex2D( _MainTex, i.uv);
78 | float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv);
79 | depth = Linear01Depth( depth);
80 | float3 ray = i.ray * depth;
81 | float3 pos = mul( _InvCamera, float4( ray, 1.0)).xyz;
82 | pos.y += _EarthRadius;
83 | float3 intersect = InternalRaySphereIntersect(_EarthRadius + _StartHeight, pos, -_LightDirection);
84 |
85 | float2 unit = intersect.xz * _CoverageScale;
86 | float2 coverageUV = unit * 0.5 + 0.5;
87 | coverageUV += _CoverageOffset;
88 |
89 | float4 coverage = tex2D( _CloudCoverage, coverageUV);
90 | half cloudShadow = coverage.r;
91 | cloudShadow *= _ShadowStrength;
92 | cloudShadow = 1.0 - cloudShadow;
93 |
94 | // TEST PATTERN
95 | //return fmod( round(abs(pos.x)), 2.0) * fmod( round(abs(pos.z)), 2.0);
96 |
97 | return cloudShadow;
98 | }
99 | ENDCG
100 | }
101 | }
102 | }
103 |
--------------------------------------------------------------------------------
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/Assets/kode80/Clouds/Resources/kode80Clouds/CloudsCrepuscularRays.shader:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | Shader "Hidden/kode80/CloudsCrepuscularRays"
17 | {
18 | Properties
19 | {
20 | _MainTex ("Texture", 2D) = "white" {}
21 | }
22 | SubShader
23 | {
24 | // No culling or depth
25 | Cull Off ZWrite Off ZTest Always
26 |
27 | Pass
28 | {
29 | CGPROGRAM
30 | #pragma vertex vert
31 | #pragma fragment frag
32 | #pragma target 3.0
33 |
34 | #include "UnityCG.cginc"
35 |
36 | sampler2D _MainTex;
37 | sampler2D _Clouds;
38 | sampler2D _CameraDepthTexture;
39 |
40 | float2 _SunScreenSpace;
41 | float _SampleCount;
42 | float _Density;
43 | float _Decay;
44 | float _Weight;
45 | float _Exposure;
46 |
47 | struct appdata
48 | {
49 | float4 vertex : POSITION;
50 | float2 uv : TEXCOORD0;
51 | };
52 |
53 | struct v2f
54 | {
55 | float2 uv : TEXCOORD0;
56 | float4 vertex : SV_POSITION;
57 | };
58 |
59 | v2f vert (appdata v)
60 | {
61 | v2f o;
62 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
63 | o.uv = v.uv;
64 | return o;
65 | }
66 |
67 | inline float SampleSun( float2 uv)
68 | {
69 | return smoothstep( 0.035, 0.0, distance( uv, _SunScreenSpace)) * 0.41;
70 | }
71 |
72 | inline half SampleLight( float2 uv)
73 | {
74 | float4 uvLOD = float4( uv, 0.0, 0.0);
75 | float depth = Linear01Depth( tex2Dlod( _CameraDepthTexture, uvLOD).r);
76 | float cloud = 1.0 - tex2Dlod( _Clouds, uvLOD).a;
77 | float occlusion = smoothstep( 0.5, 1.0, cloud) * step( 1.0, depth);
78 |
79 | return occlusion * SampleSun( uv);
80 | }
81 |
82 | fixed4 frag (v2f i) : SV_Target
83 | {
84 | fixed4 pixel = tex2D( _MainTex, i.uv);
85 | fixed4 cloud = tex2D( _Clouds, i.uv);
86 |
87 | float2 texCoord = i.uv;
88 | half2 deltaTexCoord = (texCoord - _SunScreenSpace);
89 | deltaTexCoord *= 1.0f / _SampleCount * _Density;
90 |
91 | half light = SampleLight( texCoord);
92 | half origLight = light;
93 | half illuminationDecay = 1.0f;
94 | for (int i = 0; i < _SampleCount; i++)
95 | {
96 | texCoord -= deltaTexCoord;
97 | half sample = SampleLight( texCoord);
98 | sample *= illuminationDecay * _Weight;
99 | light += sample;
100 | illuminationDecay *= _Decay;
101 | }
102 |
103 | return pixel + light * _Exposure;
104 | }
105 | ENDCG
106 | }
107 | }
108 | }
109 |
--------------------------------------------------------------------------------
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/Assets/kode80/Clouds/Resources/kode80Clouds/TextureBrush.shader:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | Shader "Hidden/kode80/TextureBrush"
17 | {
18 | Properties
19 | {
20 | _MainTex ("Base (RGB)", 2D) = "white" {}
21 | }
22 | SubShader
23 | {
24 | //Tags { "Queue" = "Background+1" }
25 |
26 | Pass
27 | {
28 | Cull Off
29 | ZWrite Off
30 | Ztest Always
31 | //LOD 200
32 |
33 | CGPROGRAM
34 |
35 | #pragma vertex vert
36 | #pragma fragment frag
37 | #pragma target 3.0
38 | #include "UnityCG.cginc"
39 |
40 | sampler2D _MainTex;
41 | sampler2D _BrushTexture;
42 | float _BrushTextureAlpha;
43 | float _CoverageOpacity;
44 | float _TypeOpacity;
45 | float _ShouldDrawCoverage;
46 | float _ShouldDrawType;
47 | float _ShouldBlendValues;
48 |
49 | struct brush_v {
50 | float4 vertex : POSITION;
51 | float2 texcoord : TEXCOORD0;
52 | float2 texcoord2 : TEXCOORD1;
53 | };
54 |
55 | struct v2f {
56 | float4 position : SV_POSITION;
57 | float2 uv : TEXCOORD0;
58 | float2 uv2 : TEXCOORD1;
59 | };
60 |
61 | v2f vert( brush_v v)
62 | {
63 | v2f o;
64 | o.position = mul( UNITY_MATRIX_MVP, v.vertex);
65 | o.uv = v.texcoord;
66 | o.uv2 = v.texcoord2;
67 | return o;
68 | }
69 |
70 | half4 frag (v2f input) : COLOR
71 | {
72 | half4 background = tex2D( _MainTex, input.uv2);
73 | float brush = lerp( 1.0, tex2D( _BrushTexture, input.uv).r, _BrushTextureAlpha);
74 | float a = 1.0 - min( 1.0, length( input.uv * 2.0 - 1.0));
75 | a *= brush;
76 |
77 | half4 result = background;
78 |
79 | UNITY_BRANCH
80 | if( _ShouldBlendValues == 1.0)
81 | {
82 | result.r = saturate( result.r + a * _CoverageOpacity * _ShouldDrawCoverage);
83 | result.b = saturate( result.b + a * _TypeOpacity * _ShouldDrawType);
84 | }
85 | else
86 | {
87 | result.r = lerp( result.r, _CoverageOpacity, a * _ShouldDrawCoverage);
88 | result.b = lerp( result.b, _TypeOpacity, a * _ShouldDrawType);
89 | }
90 |
91 | return result;
92 | }
93 |
94 | ENDCG
95 | }
96 | }
97 | }
98 |
--------------------------------------------------------------------------------
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/Assets/kode80/Clouds/Resources/kode80Clouds/VolumeCloudsCommon.cginc:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | #ifndef VOLUME_CLOUDS_COMMON
17 | #define VOLUME_CLOUDS_COMMON
18 |
19 | float _EarthRadius;
20 | float _StartHeight;
21 | float _EndHeight;
22 | float _AtmosphereThickness;
23 | float3 _CameraPosition;
24 | float _MaxDistance;
25 | float4x4 _PreviousProjection;
26 | float4x4 _PreviousInverseProjection;
27 | float4x4 _PreviousRotation;
28 | float4x4 _PreviousInverseRotation;
29 | float4x4 _Projection;
30 | float4x4 _InverseProjection;
31 | float4x4 _Rotation;
32 | float4x4 _InverseRotation;
33 | float _SubFrameNumber;
34 | float _SubPixelSize;
35 | float2 _SubFrameSize;
36 | float2 _FrameSize;
37 |
38 | struct clouds_v2f {
39 | float4 position : SV_POSITION;
40 | float2 uv : TEXCOORD0;
41 | float3 cameraRay : TEXCOORD2;
42 | };
43 |
44 |
45 | inline float3 UVToCameraRay( float2 uv)
46 | {
47 | float4 cameraRay = float4( uv * 2.0 - 1.0, 1.0, 1.0);
48 | cameraRay = mul( _InverseProjection, cameraRay);
49 | cameraRay = cameraRay / cameraRay.w;
50 |
51 | return mul( (float3x3)_InverseRotation, cameraRay.xyz);
52 | }
53 |
54 | inline float3 InternalRaySphereIntersect( float sphereRadius, float3 origin, float3 direction)
55 | {
56 | float a0 = sphereRadius * sphereRadius - dot( origin, origin);
57 | float a1 = dot( origin, direction);
58 | float result = sqrt(a1 * a1 + a0) - a1;
59 |
60 | return origin + direction * result;
61 | }
62 |
63 | #endif
--------------------------------------------------------------------------------
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/Assets/kode80/Clouds/Scripts/BehaviorStateStore.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System;
18 | using System.Collections;
19 | using System.Linq;
20 |
21 | namespace kode80.Clouds
22 | {
23 | [Serializable]
24 | public class BehaviorStateStore
25 | {
26 | [SerializeField]
27 | private string[] _names;
28 | [SerializeField]
29 | private bool[] _enabledStates;
30 |
31 | public void StoreStates( MonoBehaviour[] behaviors)
32 | {
33 | _names = behaviors.Select( x => x.GetType().Name).ToArray();
34 | _enabledStates = behaviors.Select( x => x.enabled).ToArray();
35 | }
36 |
37 | public void ApplyStates( MonoBehaviour[] behaviors)
38 | {
39 | if( _names == null || _enabledStates == null) { return; }
40 |
41 | int notFound = _names.GetLowerBound(0) - 1;
42 |
43 | foreach( MonoBehaviour behavior in behaviors)
44 | {
45 | int i = Array.IndexOf( _names, behavior.GetType().Name);
46 | if( i > notFound)
47 | {
48 | behavior.enabled = _enabledStates[ i];
49 | }
50 | }
51 | }
52 | }
53 | }
54 |
--------------------------------------------------------------------------------
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/Assets/kode80/Clouds/Scripts/CrepuscularRays.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.Clouds
20 | {
21 | [ExecuteInEditMode]
22 | public class CrepuscularRays : MonoBehaviour
23 | {
24 | public kode80Clouds clouds;
25 | public float sampleCount = 20.0f;
26 | [Range( 0.0f, 1.0f)]
27 | public float density = 0.813f;
28 | [Range(0.0f, 1.0f)]
29 | public float decay = 1.0f;
30 | [Range(0.0f, 1.0f)]
31 | public float weight = 1.0f;
32 | public float exposure = 3.0f;
33 |
34 | private Material _material;
35 |
36 |
37 | void OnEnable()
38 | {
39 | CreateMaterialsIfNeeded();
40 | }
41 |
42 | void OnDisable()
43 | {
44 | DestroyMaterials();
45 | }
46 |
47 | void Reset ()
48 | {
49 | CreateMaterialsIfNeeded();
50 | }
51 |
52 | void Start ()
53 | {
54 | CreateMaterialsIfNeeded();
55 | clouds = GameObject.FindObjectOfType();
56 | }
57 |
58 | // Update is called once per frame
59 | void Update () {
60 |
61 | }
62 |
63 | public void OnRenderImage( RenderTexture src, RenderTexture dst)
64 | {
65 | if( clouds == null) {
66 | Graphics.Blit(src, dst);
67 | return;
68 | }
69 |
70 | CreateMaterialsIfNeeded();
71 |
72 | Vector3 sunScreenSpace = clouds.targetCamera.WorldToScreenPoint( clouds.sunLight.transform.forward * -100000.0f);
73 | sunScreenSpace.x /= clouds.targetCamera.pixelWidth;
74 | sunScreenSpace.y /= clouds.targetCamera.pixelHeight;
75 |
76 | _material.SetTexture( "_Clouds", clouds.currentFrame);
77 | _material.SetVector("_SunScreenSpace", sunScreenSpace);
78 | _material.SetFloat("_SampleCount", sampleCount);
79 | _material.SetFloat("_Density", density);
80 | _material.SetFloat("_Decay", decay);
81 | _material.SetFloat("_Weight", weight);
82 | _material.SetFloat("_Exposure", exposure);
83 |
84 | Graphics.Blit( src, dst, _material);
85 | }
86 |
87 | private void CreateMaterialsIfNeeded()
88 | {
89 | if( _material == null)
90 | {
91 | _material = new Material( Shader.Find( "Hidden/kode80/CloudsCrepuscularRays"));
92 | _material.hideFlags = HideFlags.HideAndDontSave;
93 | }
94 | }
95 |
96 | private void DestroyMaterials()
97 | {
98 | DestroyImmediate( _material);
99 | _material = null;
100 | }
101 | }
102 | }
--------------------------------------------------------------------------------
/Assets/kode80/Clouds/Scripts/CrepuscularRays.cs.meta:
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/Assets/kode80/Clouds/Scripts/FullScreenQuad.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 |
18 | namespace kode80.Clouds
19 | {
20 | [ExecuteInEditMode]
21 | public class FullScreenQuad : MonoBehaviour
22 | {
23 | public Material material;
24 | public bool renderWhenPlaying;
25 | public Camera targetCamera;
26 | private Mesh _mesh;
27 | private MeshFilter _filter;
28 | private MeshRenderer _renderer;
29 |
30 | void Awake()
31 | {
32 | _mesh = new Mesh();
33 | _mesh.hideFlags = HideFlags.HideAndDontSave;
34 | Vector3 v0 = new Vector3(-1.0f, -1.0f, 1.0f);
35 | Vector3 v1 = new Vector3(1.0f, -1.0f, 1.0f);
36 | Vector3 v2 = new Vector3(1.0f, 1.0f, 1.0f);
37 | Vector3 v3 = new Vector3(-1.0f, 1.0f, 1.0f);
38 |
39 | Vector2 uv0 = new Vector2(0.0f, 0.0f);
40 | Vector2 uv1 = new Vector2(1.0f, 0.0f);
41 | Vector2 uv2 = new Vector2(1.0f, 1.0f);
42 | Vector2 uv3 = new Vector2(0.0f, 1.0f);
43 |
44 | _mesh.vertices = new Vector3[] { v0, v1, v2, v3 };
45 | _mesh.uv = new Vector2[] { uv0, uv1, uv2, uv3 };
46 | _mesh.triangles = new int[] { 0, 1, 2,
47 | 2, 3, 0};
48 | _mesh.bounds = new Bounds(Vector3.zero, new Vector3(float.MaxValue, float.MaxValue, float.MaxValue));
49 |
50 | _renderer = gameObject.AddComponent();
51 | _renderer.hideFlags = HideFlags.HideAndDontSave;
52 |
53 | _filter = gameObject.AddComponent();
54 | _filter.hideFlags = HideFlags.HideAndDontSave;
55 | _filter.sharedMesh = _mesh;
56 | }
57 |
58 | void Start () {
59 | }
60 |
61 | void OnEnable()
62 | {
63 | Camera.onPreCull += QuadPreCull;
64 | }
65 |
66 | void OnDisable()
67 | {
68 | Camera.onPreCull -= QuadPreCull;
69 | }
70 |
71 | void LateUpdate()
72 | {
73 | _renderer.enabled = true;
74 | _renderer.sharedMaterial = material;
75 | }
76 |
77 | void QuadPreCull( Camera camera)
78 | {
79 | Camera target = targetCamera ?? Camera.main;
80 | _renderer.enabled = camera == target;
81 | }
82 | }
83 | }
--------------------------------------------------------------------------------
/Assets/kode80/Clouds/Scripts/FullScreenQuad.cs.meta:
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2 | guid: 140bcd91cc66043dd9c4f70b27ab4461
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--------------------------------------------------------------------------------
/Assets/kode80/Clouds/Scripts/RenderSettings.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.Clouds
20 | {
21 | public class RenderSettings : ScriptableObject
22 | {
23 | [HeaderAttribute("Sun")]
24 | public Vector3 sunDirection;
25 | public Color sunColor;
26 |
27 | [HeaderAttribute("Lighting")]
28 | public Color cloudBaseColor;
29 | public Color cloudTopColor;
30 |
31 | // [MenuItem("Assets/Create/kode80/Clouds/RenderSettings")]
32 | // public static void CreateAsset()
33 | // {
34 | // ScriptableObjectUtility.CreateAsset( "CloudsRenderSettings");
35 | // }
36 | }
37 | }
38 |
--------------------------------------------------------------------------------
/Assets/kode80/Clouds/Scripts/RenderSettings.cs.meta:
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--------------------------------------------------------------------------------
/Assets/kode80/Clouds/Scripts/TexturePainter.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.Clouds
20 | {
21 | public class TexturePainter : ScriptableObject
22 | {
23 | private Material _material;
24 |
25 | void OnEnable()
26 | {
27 | _material = new Material( Shader.Find( "Hidden/kode80/TextureBrush"));
28 | _material.hideFlags = HideFlags.HideAndDontSave;
29 | }
30 |
31 | void OnDisable()
32 | {
33 | DestroyImmediate( _material);
34 | _material = null;
35 | }
36 |
37 | public void Render( Vector2 point,
38 | float radius,
39 | float coverageOpacity,
40 | float typeOpacity,
41 | bool drawCoverage,
42 | bool drawType,
43 | bool blendValues,
44 | RenderTexture target,
45 | Texture2D brushTexture = null)
46 | {
47 | point.x *= target.width;
48 | point.y *= target.height;
49 |
50 | RenderTexture previous = RenderTexture.active;
51 | RenderTexture buffer = RenderTexture.GetTemporary( target.width, target.height, target.depth, target.format, RenderTextureReadWrite.Linear);
52 |
53 | Graphics.Blit( target, buffer);
54 | RenderTexture.active = buffer;
55 |
56 |
57 | float tw = target.width;
58 | float th = target.height;
59 | float h = radius;
60 | float w = radius;
61 | float z = 0.0f;
62 |
63 | _material.SetTexture( "_MainTex", target);
64 | _material.SetFloat( "_CoverageOpacity", coverageOpacity);
65 | _material.SetFloat( "_TypeOpacity", typeOpacity);
66 | _material.SetFloat( "_ShouldDrawCoverage", drawCoverage ? 1.0f : 0.0f);
67 | _material.SetFloat( "_ShouldDrawType", drawType ? 1.0f : 0.0f);
68 | _material.SetFloat( "_ShouldBlendValues", blendValues ? 1.0f : 0.0f);
69 |
70 | if( brushTexture != null)
71 | {
72 | _material.SetTexture( "_BrushTexture", brushTexture);
73 | }
74 | _material.SetFloat( "_BrushTextureAlpha", brushTexture == null ? 0.0f : 1.0f);
75 |
76 | GL.PushMatrix();
77 | _material.SetPass( 0);
78 | GL.LoadIdentity();
79 | GL.LoadPixelMatrix( 0.0f, target.width, 0.0f, target.height);
80 | GL.Begin( GL.QUADS);
81 |
82 | GL.MultiTexCoord2( 0, 0.0f, 0.0f);
83 | GL.MultiTexCoord2( 1, (point.x - w) / tw, (point.y - h) / th);
84 | GL.Vertex( new Vector3( point.x - w, point.y - h, z));
85 |
86 | GL.MultiTexCoord2( 0, 1.0f, 0.0f);
87 | GL.MultiTexCoord2( 1, (point.x + w) / tw, (point.y - h) / th);
88 | GL.Vertex( new Vector3( point.x + w, point.y - h, z));
89 |
90 | GL.MultiTexCoord2( 0, 1.0f, 1.0f);
91 | GL.MultiTexCoord2( 1, (point.x + w) / tw, (point.y + h) / th);
92 | GL.Vertex( new Vector3( point.x + w, point.y + h, z));
93 |
94 | GL.MultiTexCoord2( 0, 0.0f, 1.0f);
95 | GL.MultiTexCoord2( 1, (point.x - w) / tw, (point.y + h) / th);
96 | GL.Vertex( new Vector3( point.x - w, point.y + h, z));
97 |
98 | GL.End();
99 | GL.PopMatrix();
100 |
101 |
102 | Graphics.Blit( buffer, target);
103 |
104 | RenderTexture.ReleaseTemporary( buffer);
105 | RenderTexture.active = previous;
106 | }
107 |
108 | public void Clear( RenderTexture target)
109 | {
110 | RenderTexture previous = RenderTexture.active;
111 | RenderTexture.active = target;
112 | GL.Clear( true, true, Color.black);
113 | RenderTexture.active = previous;
114 | }
115 | }
116 | }
--------------------------------------------------------------------------------
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/Assets/kode80/Clouds/Scripts/TimeOfDay.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System;
18 | using System.Collections;
19 |
20 | namespace kode80.Clouds
21 | {
22 | [ExecuteInEditMode]
23 | public class TimeOfDay : MonoBehaviour
24 | {
25 | public Material proceduralSkybox;
26 | public kode80Clouds clouds;
27 | public Light sun;
28 |
29 | public TimeOfDayKeyFrame[] keyFrames;
30 |
31 | void Awake()
32 | {
33 | SortKeyFrames();
34 | }
35 |
36 | void Start ()
37 | {
38 | SortKeyFrames();
39 | }
40 |
41 | void Update ()
42 | {
43 | if( keyFrames.Length < 1)
44 | {
45 | return;
46 | }
47 |
48 | float angle = sun.transform.localEulerAngles.x;
49 | TimeOfDayKeyFrame keyFrameA = KeyFrameBelowAngle( angle);
50 | TimeOfDayKeyFrame keyFrameB = KeyFrameAboveAngle( angle);
51 | float delta = keyFrameB.angle - keyFrameA.angle;
52 | float alpha = delta == 0.0f ? 0.5f : (angle - keyFrameA.angle) / delta;
53 |
54 | UnityEngine.RenderSettings.fogColor = Color.Lerp( keyFrameA.fogColor, keyFrameB.fogColor, alpha);
55 |
56 | if( sun != null)
57 | {
58 | sun.color = Color.Lerp( keyFrameA.sunColor, keyFrameB.sunColor, alpha);
59 | }
60 |
61 | if( clouds != null)
62 | {
63 | clouds.cloudBaseColor = Color.Lerp( keyFrameA.bottomColor, keyFrameB.bottomColor, alpha);
64 | clouds.cloudTopColor = Color.Lerp( keyFrameA.topColor, keyFrameB.topColor, alpha);
65 | }
66 |
67 | if( proceduralSkybox)
68 | {
69 | proceduralSkybox.SetFloat( "_SunSize", Mathf.Lerp( keyFrameA.sunSize,
70 | keyFrameB.sunSize, alpha));
71 | proceduralSkybox.SetFloat( "_AtmosphereThickness", Mathf.Lerp( keyFrameA.atmosphereThickness,
72 | keyFrameB.atmosphereThickness, alpha));
73 | }
74 | }
75 |
76 | public void SortKeyFrames()
77 | {
78 | Array.Sort( keyFrames, delegate( TimeOfDayKeyFrame a, TimeOfDayKeyFrame b) {
79 | return a.angle.CompareTo( b.angle);
80 | });
81 | }
82 |
83 | private TimeOfDayKeyFrame KeyFrameBelowAngle( float angle)
84 | {
85 | return KeyFrameForAngle( angle, false);
86 | }
87 |
88 | private TimeOfDayKeyFrame KeyFrameAboveAngle( float angle)
89 | {
90 | return KeyFrameForAngle( angle, true);
91 | }
92 |
93 | private TimeOfDayKeyFrame KeyFrameForAngle( float angle, bool findGreaterThan)
94 | {
95 | if( keyFrames.Length > 0)
96 | {
97 | TimeOfDayKeyFrame keyFrameA = keyFrames[ 0];
98 | TimeOfDayKeyFrame keyFrameB = keyFrames[ keyFrames.Length - 1];
99 |
100 | // Clamp boundaries
101 | if( angle <= keyFrameA.angle) { return keyFrameA; }
102 | else if( angle >= keyFrameB.angle) { return keyFrameB; }
103 |
104 | for( int i=0; i= keyFrameA.angle &&
110 | angle <= keyFrameB.angle)
111 | {
112 | return findGreaterThan ? keyFrameB : keyFrameA;
113 | }
114 | }
115 | }
116 |
117 | return null;
118 | }
119 | }
120 | }
121 |
--------------------------------------------------------------------------------
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/Assets/kode80/Clouds/Scripts/TimeOfDayKeyFrame.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.Clouds
20 | {
21 | [System.Serializable]
22 | public class TimeOfDayKeyFrame
23 | {
24 | public float angle;
25 | public float sunSize;
26 | public float atmosphereThickness;
27 | public Color fogColor;
28 | public Color sunColor;
29 | public Color bottomColor;
30 | public Color topColor;
31 | }
32 | }
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/kode80/Clouds/Scripts/kode80CloudShadows.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // kode80CloudsNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using UnityEngine.Rendering;
18 | using System.Collections;
19 |
20 | namespace kode80.Clouds
21 | {
22 | [ExecuteInEditMode]
23 | public class kode80CloudShadows : MonoBehaviour
24 | {
25 | public kode80Clouds clouds;
26 |
27 | private Light _light;
28 | private CommandBuffer _commandBuffer;
29 | private Material _material;
30 |
31 | void Start()
32 | {
33 |
34 | }
35 |
36 | void ShadowsPreCull( Camera camera)
37 | {
38 | UpdateShadows();
39 | }
40 |
41 | public void UpdateShadows()
42 | {
43 | if( clouds == null || _light == null) { return; }
44 |
45 | _material.SetTexture("_CloudCoverage", clouds.cloudCoverage);
46 | _material.SetMatrix("_InvCamera", clouds.targetCamera.cameraToWorldMatrix);
47 | _material.SetMatrix("_InvProjection", clouds.targetCamera.projectionMatrix.inverse);
48 | _material.SetVector("_Offset", Vector3.zero);
49 | _material.SetFloat("_CoverageScale", 1.0f / clouds.cloudsSharedProperties.maxDistance);
50 | _material.SetVector("_CoverageOffset", clouds.coverageOffset);
51 | _material.SetVector("_LightDirection", clouds.sunLight.transform.forward);
52 | _material.SetFloat("_ShadowStrength", _light.shadowStrength);
53 | clouds.cloudsSharedProperties.ApplyToMaterial(_material);
54 | }
55 |
56 | void OnEnable()
57 | {
58 | _light = GetComponent();
59 | if( _light == null && _light.type != LightType.Directional)
60 | {
61 | Debug.LogWarning("kode80CloudShadows component must be on a directional light");
62 | enabled = false;
63 | return;
64 | }
65 |
66 | if( _material == null)
67 | {
68 | _material = new Material(Shader.Find("Hidden/kode80/CloudShadowPass"));
69 | _material.hideFlags = HideFlags.HideAndDontSave;
70 | }
71 |
72 | if( _commandBuffer == null)
73 | {
74 | _commandBuffer = new CommandBuffer();
75 | _commandBuffer.name = "kode80 Clouds Shadow Pass";
76 | _commandBuffer.Blit( BuiltinRenderTextureType.None, BuiltinRenderTextureType.CurrentActive, _material);
77 | _light.AddCommandBuffer( LightEvent.AfterScreenspaceMask, _commandBuffer);
78 | }
79 |
80 | Camera.onPreCull += ShadowsPreCull;
81 | }
82 |
83 | void OnDisable()
84 | {
85 | Camera.onPreCull -= ShadowsPreCull;
86 |
87 | if ( _commandBuffer != null)
88 | {
89 | _light.RemoveCommandBuffer( LightEvent.AfterScreenspaceMask, _commandBuffer);
90 | _commandBuffer = null;
91 | }
92 |
93 | if( _material != null)
94 | {
95 | DestroyImmediate(_material);
96 | _material = null;
97 | }
98 | }
99 | }
100 | }
101 |
--------------------------------------------------------------------------------
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/Assets/kode80/Editor/Localization/Localize.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System.Collections;
4 |
5 | namespace kode80.Localization
6 | {
7 | public sealed class Localize
8 | {
9 | #region Public
10 |
11 | public static GUIContent GUI( string text, string toolTip=null, string imagePath=null)
12 | {
13 | if( imagePath != null)
14 | {
15 | return new GUIContent( text, AssetDatabase.LoadAssetAtPath( imagePath), toolTip);
16 | }
17 |
18 | return new GUIContent( text, toolTip);
19 | }
20 |
21 | public static string STR( string text, string description=null)
22 | {
23 | return text;
24 | }
25 |
26 | public static Texture2D IMG( string imagePath, string description=null)
27 | {
28 | return AssetDatabase.LoadAssetAtPath( imagePath);
29 | }
30 |
31 | #endregion
32 |
33 |
34 | #region Private
35 |
36 | private static Localize _instance;
37 | private static Localize instance {
38 | get {
39 | if (_instance == null) {
40 | _instance = new Localize ();
41 | }
42 | return _instance;
43 | }
44 | }
45 |
46 | private Localize ()
47 | {
48 | }
49 |
50 | #endregion
51 | }
52 | }
53 |
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/Assets/kode80/Editor/Utils/ScriptableObjectUtility.cs:
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1 | using UnityEngine;
2 | using UnityEditor;
3 | using System.IO;
4 |
5 | namespace kode80.Utils
6 | {
7 | public class ScriptableObjectUtility
8 | {
9 | public static void CreateAsset( string fileTypeName = null) where T : ScriptableObject
10 | {
11 | T asset = ScriptableObject.CreateInstance ();
12 |
13 | string path = AssetDatabase.GetAssetPath (Selection.activeObject);
14 | if (path == "")
15 | {
16 | path = "Assets";
17 | }
18 | else if (Path.GetExtension (path) != "")
19 | {
20 | path = path.Replace (Path.GetFileName (AssetDatabase.GetAssetPath (Selection.activeObject)), "");
21 | }
22 |
23 | fileTypeName = fileTypeName ?? typeof(T).ToString();
24 | string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath (path + "/New " + fileTypeName + ".asset");
25 |
26 | ProjectWindowUtil.CreateAsset( asset, assetPathAndName);
27 | }
28 | }
29 | }
30 |
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7 | defaultReferences: []
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10 | userData:
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/Assets/kode80/Editor/Utils/UnityFileUtility.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | namespace kode80.Utils
5 | {
6 | public class UnityFileUtility
7 | {
8 | public static string AssetRelativePath( string absolutePath)
9 | {
10 | string relativePath = null;
11 | string dataPath = Application.dataPath;
12 |
13 | if( absolutePath.StartsWith( dataPath))
14 | {
15 | relativePath = "Assets" + absolutePath.Substring( dataPath.Length);
16 | }
17 |
18 | return relativePath;
19 | }
20 | }
21 | }
22 |
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7 | defaultReferences: []
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9 | icon: {instanceID: 0}
10 | userData:
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6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
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7 | userData:
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9 | assetBundleVariant:
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/Assets/kode80/Effects/Resources/FilmicTonemapping.shader:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | Shader "Hidden/kode80/Effects/FilmicTonemapping"
25 | {
26 | Properties
27 | {
28 | _MainTex ("Texture", 2D) = "white" {}
29 | _Exposure ("Exposure", Range( 0.0, 16.0)) = 1.5
30 | }
31 | SubShader
32 | {
33 | // No culling or depth
34 | Cull Off ZWrite Off ZTest Always
35 |
36 | Pass
37 | {
38 | CGPROGRAM
39 | #pragma vertex vert
40 | #pragma fragment frag
41 |
42 | #include "UnityCG.cginc"
43 |
44 | struct appdata
45 | {
46 | float4 vertex : POSITION;
47 | float2 uv : TEXCOORD0;
48 | };
49 |
50 | struct v2f
51 | {
52 | float2 uv : TEXCOORD0;
53 | float4 vertex : SV_POSITION;
54 | };
55 |
56 | sampler2D _MainTex;
57 | float _Exposure;
58 |
59 | v2f vert (appdata v)
60 | {
61 | v2f o;
62 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
63 | o.uv = v.uv;
64 | return o;
65 | }
66 |
67 | // Uncharted 2 tonemap from http://filmicgames.com/archives/75
68 | inline float3 FilmicTonemap( float3 x)
69 | {
70 | // Consts need to be defined locally due to Unity bug
71 | // global consts result in black screen for some reason
72 |
73 | const float A = 0.15;
74 | const float B = 0.50;
75 | const float C = 0.10;
76 | const float D = 0.20;
77 | const float E = 0.02;
78 | const float F = 0.30;
79 |
80 | return ((x*(A*x + C*B) + D*E) / (x*(A*x + B) + D*F)) - E / F;
81 | }
82 |
83 | float4 frag (v2f i) : SV_Target
84 | {
85 | const float W = 11.2;
86 |
87 | float3 texColor = tex2D( _MainTex, i.uv).rgb;
88 | texColor *= _Exposure;
89 | float ExposureBias = 2.0f;
90 |
91 | float3 curr = FilmicTonemap( ExposureBias * texColor);
92 |
93 | float3 whiteScale = 1.0f / FilmicTonemap( W);
94 | float3 color = curr * whiteScale;
95 |
96 | return float4( color,1);
97 | }
98 | ENDCG
99 | }
100 | }
101 | Fallback off
102 | }
103 |
--------------------------------------------------------------------------------
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/Assets/kode80/Effects/Scripts/FilmicTonemapping.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using System.Collections;
26 |
27 | namespace kode80.Effects
28 | {
29 | [ExecuteInEditMode]
30 | public class FilmicTonemapping : MonoBehaviour
31 | {
32 | [Range( 0.0f, 16.0f)]
33 | public float exposure = 1.5f;
34 |
35 | private Material _material;
36 |
37 | // Use this for initialization
38 | void Start () {
39 |
40 | }
41 |
42 | // Update is called once per frame
43 | void Update () {
44 |
45 | }
46 |
47 | [ImageEffectTransformsToLDR]
48 | void OnRenderImage( RenderTexture source, RenderTexture destination)
49 | {
50 | if( _material == null)
51 | {
52 | _material = new Material( Shader.Find( "Hidden/kode80/Effects/FilmicTonemapping"));
53 | _material.hideFlags = HideFlags.HideAndDontSave;
54 | }
55 |
56 | _material.SetFloat( "_Exposure", exposure);
57 |
58 | Graphics.Blit( source, destination, _material);
59 | }
60 | }
61 | }
62 |
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/AssetVersion.xml:
--------------------------------------------------------------------------------
1 |
2 | Unity Tools
3 | kode80
4 | 1.2.1
5 | * Fixed https uri's failing on Windows
6 |
7 | https://raw.github.com/kode80/UnityTools/master/kode80UnityTools.unitypackage
8 | https://raw.github.com/kode80/UnityTools/master/Assets/kode80/UnityTools/AssetVersion.xml
9 |
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/Assets/kode80/UnityTools/EditorTools/Editor/ComponentContextMenu.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 |
27 | namespace kode80.EditorTools
28 | {
29 | public static class ComponentContextMenu
30 | {
31 | [MenuItem("CONTEXT/Component/Open Component List")]
32 | static void OpenComponentList( MenuCommand menuCommand)
33 | {
34 | ComponentList.Init();
35 | }
36 |
37 | [MenuItem("CONTEXT/Component/Move To Top")]
38 | static void MoveComponentToTop( MenuCommand menuCommand)
39 | {
40 | Component component = menuCommand.context as Component;
41 | while( UnityEditorInternal.ComponentUtility.MoveComponentUp(component)) {}
42 | }
43 |
44 | [MenuItem("CONTEXT/Component/Move To Bottom")]
45 | static void MoveComponentToBottom( MenuCommand menuCommand)
46 | {
47 | Component component = menuCommand.context as Component;
48 | while( UnityEditorInternal.ComponentUtility.MoveComponentDown(component)) {}
49 | }
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/EditorTools/Scripts/RecordVideo.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using System.IO;
26 | using System.Collections;
27 |
28 | namespace kode80.EditorTools
29 | {
30 | // The RecordVideo component is used by RecordVideoWindow
31 | // to record frames during play mode and should't be added
32 | // manually by the user, so hide it from the component menu.
33 | [AddComponentMenu("")]
34 | public class RecordVideo : MonoBehaviour
35 | {
36 | public int captureFramerate = 60;
37 | public int superSize = 1;
38 | public string folderPath;
39 |
40 | private bool _isRecording = false;
41 | public bool isRecording { get { return _isRecording; } }
42 |
43 | private int _sceneNumber = 0;
44 | public int sceneNumber { get { return _sceneNumber; } }
45 |
46 | private int _frameNumber = 0;
47 |
48 | void Start ()
49 | {
50 | Time.captureFramerate = captureFramerate;
51 | }
52 |
53 | void Update ()
54 | {
55 | if( _isRecording)
56 | {
57 | string path = string.Format("{0}/Scene{1:D03}Frame{2:D08}.png", folderPath, _sceneNumber, _frameNumber );
58 | Application.CaptureScreenshot( path, superSize);
59 | _frameNumber++;
60 | }
61 | }
62 |
63 | public bool StartRecording()
64 | {
65 | if( _isRecording == false && Directory.Exists( folderPath))
66 | {
67 | _isRecording = true;
68 | }
69 |
70 | return _isRecording;
71 | }
72 |
73 | public void StopRecording()
74 | {
75 | if( _isRecording == true)
76 | {
77 | _isRecording = false;
78 | _sceneNumber++;
79 | _frameNumber = 0;
80 | }
81 | }
82 | }
83 | }
84 |
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIBase.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using System.Collections;
26 |
27 | namespace kode80.GUIWrapper
28 | {
29 | public class GUIBase
30 | {
31 | public delegate void OnGUIPreAction( GUIBase sender);
32 | public OnGUIPreAction onGUIPreAction;
33 |
34 | public delegate void OnGUIAction( GUIBase sender);
35 | public OnGUIAction onGUIAction;
36 |
37 | public bool isHidden;
38 | public bool isEnabled;
39 | public bool shouldStoreLastRect;
40 | public int tag;
41 | public string controlName;
42 |
43 | private Rect _lastRect;
44 | public Rect lastRect { get { return _lastRect; } }
45 |
46 | public GUIBase()
47 | {
48 | isEnabled = true;
49 | }
50 |
51 | public void OnGUI()
52 | {
53 | if( isHidden == false)
54 | {
55 | bool oldGUIEnabled = GUI.enabled;
56 | GUI.enabled = isEnabled;
57 | if( controlName != null && controlName.Length > 0)
58 | {
59 | GUI.SetNextControlName( controlName);
60 | }
61 | CustomOnGUI();
62 | GUI.enabled = oldGUIEnabled;
63 |
64 | if( shouldStoreLastRect && Event.current.type == EventType.Repaint)
65 | {
66 | _lastRect = GUILayoutUtility.GetLastRect();
67 | }
68 | }
69 | }
70 |
71 | protected virtual void CustomOnGUI()
72 | {
73 | // Subclasses override this to implement OnGUI
74 | }
75 |
76 | protected void CallGUIPreAction()
77 | {
78 | if( onGUIPreAction != null)
79 | {
80 | onGUIPreAction( this);
81 | }
82 | }
83 |
84 | protected void CallGUIAction()
85 | {
86 | if( onGUIAction != null)
87 | {
88 | onGUIAction( this);
89 | }
90 | }
91 | }
92 | }
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIBaseContainer.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using System.Collections;
26 | using System.Collections.Generic;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIBaseContainer : GUIBase
31 | {
32 | private List _children;
33 |
34 | protected virtual bool areChildrenHidden { get { return false; } }
35 |
36 | public GUIBaseContainer()
37 | {
38 | _children = new List();
39 | }
40 |
41 | public GUIBase Add( GUIBase child)
42 | {
43 | _children.Add( child);
44 | return child;
45 | }
46 |
47 | public void Remove( GUIBase child)
48 | {
49 | _children.Remove( child);
50 | }
51 |
52 | public void RemoveAll()
53 | {
54 | _children.Clear();
55 | }
56 |
57 | protected override void CustomOnGUI()
58 | {
59 | BeginContainerOnGUI();
60 |
61 | if( areChildrenHidden == false)
62 | {
63 | foreach( GUIBase gui in _children)
64 | {
65 | gui.OnGUI();
66 | }
67 | }
68 |
69 | EndContainerOnGUI();
70 | }
71 |
72 | protected virtual void BeginContainerOnGUI()
73 | {
74 | // Subclasses implement 'opening' container GUI code here
75 | }
76 |
77 | protected virtual void EndContainerOnGUI()
78 | {
79 | // Subclasses implement 'closing' container GUI code here
80 | }
81 | }
82 | }
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIBaseContainer.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: b9ab6eca503ef46f286ac9960cdf77a8
3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
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--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIButton.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIButton : GUIBase
31 | {
32 | private GUIContent _content;
33 | public GUIContent content { get { return _content; } }
34 |
35 | public GUIButton( GUIContent content, OnGUIAction action=null)
36 | {
37 | _content = content;
38 | if( action != null)
39 | {
40 | onGUIAction += action;
41 | }
42 | }
43 |
44 | protected override void CustomOnGUI ()
45 | {
46 | if( GUILayout.Button( content))
47 | {
48 | CallGUIAction();
49 | }
50 | }
51 | }
52 | }
53 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIButton.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: 9124c0d1fa5d64a189f9705dbeb634ba
3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIColorField.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIColorField : GUIBase
31 | {
32 | public Color color;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUIColorField( GUIContent content, OnGUIAction action=null)
38 | {
39 | _content = content;
40 | if( action != null)
41 | {
42 | onGUIAction += action;
43 | }
44 | }
45 |
46 | protected override void CustomOnGUI ()
47 | {
48 | Color newColor = _content == null ? EditorGUILayout.ColorField( color) :
49 | EditorGUILayout.ColorField( _content, color);
50 | if( newColor != color)
51 | {
52 | color = newColor;
53 | CallGUIAction();
54 | }
55 | }
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIColorField.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: 94d81d7c1bfbe4f57a4df5e879551bd6
3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIDefaultInspector.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIDefaultInspector : GUIBase
31 | {
32 | Object target;
33 |
34 | public GUIDefaultInspector( Object target)
35 | {
36 | this.target = target;
37 | }
38 |
39 | protected override void CustomOnGUI ()
40 | {
41 | UnityEditor.Editor editor = null;
42 | UnityEditor.Editor.CreateCachedEditor( target, null, ref editor);
43 | editor.DrawDefaultInspector();
44 | }
45 | }
46 | }
47 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIDefaultInspector.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: 0b32ce99e3fc6410ab0753542c830acd
3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIDelayedIntField.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIDelayedIntField : GUIBase
31 | {
32 | private int _previousValue;
33 | public int previousValue { get { return _previousValue; } }
34 | public int value;
35 | public int minValue;
36 | public int maxValue;
37 |
38 | private GUIContent _content;
39 | public GUIContent content { get { return _content; } }
40 |
41 | public GUIDelayedIntField( GUIContent content, int value=0, int minValue=0, int maxValue=0, OnGUIAction action=null)
42 | {
43 | this.value = value;
44 | _previousValue = value;
45 | this.minValue = minValue;
46 | this.maxValue = maxValue;
47 |
48 | _content = content;
49 | if( action != null)
50 | {
51 | onGUIAction += action;
52 | }
53 | }
54 |
55 | protected override void CustomOnGUI ()
56 | {
57 | #if UNITY_5_3 || UNITY_5_3_OR_NEWER
58 | int newValue = EditorGUILayout.DelayedIntField( _content, value);
59 | #else
60 | int newValue = EditorGUILayout.IntField( _content, value);
61 | #endif
62 |
63 |
64 | if( newValue != value && newValue >= minValue && newValue <= maxValue)
65 | {
66 | _previousValue = value;
67 | value = newValue;
68 | CallGUIAction();
69 | }
70 | }
71 | }
72 | }
73 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIDelayedIntField.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: c5ae77b1220b244a289363aca3765900
3 | timeCreated: 1452789406
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIEnumPopup.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIEnumPopup : GUIBase
31 | {
32 | public System.Enum value;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUIEnumPopup( GUIContent content, System.Enum value, OnGUIAction action=null)
38 | {
39 | this.value = value;
40 |
41 | _content = content;
42 | if( action != null)
43 | {
44 | onGUIAction += action;
45 | }
46 | }
47 |
48 | protected override void CustomOnGUI ()
49 | {
50 | System.Enum newValue = EditorGUILayout.EnumPopup( _content, value);
51 | if( newValue != value)
52 | {
53 | value = newValue;
54 | CallGUIAction();
55 | }
56 | }
57 | }
58 | }
59 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIEnumPopup.cs.meta:
--------------------------------------------------------------------------------
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3 | timeCreated: 1453317247
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIFoldout.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIFoldout : GUIBaseContainer
31 | {
32 | public bool isOpen;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | protected override bool areChildrenHidden { get { return isOpen == false; } }
38 |
39 | public GUIFoldout( GUIContent content)
40 | {
41 | _content = content;
42 | }
43 |
44 | protected override void BeginContainerOnGUI()
45 | {
46 | isOpen = EditorGUILayout.Foldout( isOpen, _content);
47 | if( isOpen)
48 | {
49 | EditorGUILayout.BeginVertical();
50 | EditorGUI.indentLevel++;
51 | }
52 | }
53 |
54 | protected override void EndContainerOnGUI()
55 | {
56 | if( isOpen)
57 | {
58 | EditorGUI.indentLevel--;
59 | EditorGUILayout.EndHorizontal();
60 | }
61 | }
62 | }
63 | }
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIFoldout.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: 72b64208853f44ce5a5d8d194f5b15ab
3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIHorizontal.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIHorizontal : GUIBaseContainer
31 | {
32 | public GUILayoutOption[] layoutOptions;
33 | public GUIStyle style;
34 |
35 | public GUIHorizontal( GUIStyle style, params GUILayoutOption[] options)
36 | {
37 | layoutOptions = options;
38 | this.style = style;
39 | }
40 |
41 | public GUIHorizontal( params GUILayoutOption[] options)
42 | {
43 | layoutOptions = options;
44 | this.style = new GUIStyle();
45 | }
46 | protected override void BeginContainerOnGUI()
47 | {
48 | EditorGUILayout.BeginHorizontal( style, layoutOptions);
49 | }
50 |
51 | protected override void EndContainerOnGUI()
52 | {
53 | EditorGUILayout.EndHorizontal();
54 | }
55 | }
56 | }
57 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIHorizontal.cs.meta:
--------------------------------------------------------------------------------
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3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIIntSlider.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIIntSlider : GUIBase
31 | {
32 | public int value;
33 | public int minValue;
34 | public int maxValue;
35 |
36 | private GUIContent _content;
37 | public GUIContent content { get { return _content; } }
38 |
39 | public GUIIntSlider( GUIContent content, int value=0, int minValue=0, int maxValue=100, OnGUIAction action=null)
40 | {
41 | this.value = value;
42 | this.minValue = minValue;
43 | this.maxValue = maxValue;
44 |
45 | _content = content;
46 | if( action != null)
47 | {
48 | onGUIAction += action;
49 | }
50 | }
51 |
52 | protected override void CustomOnGUI ()
53 | {
54 | int newValue = EditorGUILayout.IntSlider( _content, value, minValue, maxValue);
55 | if( newValue != value)
56 | {
57 | value = newValue;
58 | CallGUIAction();
59 | }
60 | }
61 | }
62 | }
63 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIIntSlider.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 301a715b69d17419ebd24a2becd425c6
3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUILabel.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUILabel : GUIBase
31 | {
32 | private GUIContent _content;
33 | public GUIContent content { get { return _content; } }
34 |
35 | public GUIStyle style;
36 |
37 | public GUILabel( GUIContent content)
38 | {
39 | _content = content;
40 | }
41 |
42 | protected override void CustomOnGUI ()
43 | {
44 | if( style == null) {
45 | GUILayout.Label( _content);
46 | }
47 | else {
48 | GUILayout.Label( _content, style);
49 | }
50 | }
51 | }
52 | }
53 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUILabel.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: dfb80dea3fa8140be98904621a50f963
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5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIObjectField.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIObjectField : GUIBase where T : UnityEngine.Object
31 | {
32 | public T value;
33 | public bool allowsSceneObjects;
34 |
35 | private GUIContent _content;
36 | public GUIContent content { get { return _content; } }
37 |
38 | public GUIObjectField( GUIContent content, bool allowsSceneObjects=true, OnGUIAction action=null, OnGUIPreAction preAction=null)
39 | {
40 | _content = content;
41 | this.allowsSceneObjects = allowsSceneObjects;
42 | if( preAction != null)
43 | {
44 | onGUIPreAction += preAction;
45 | }
46 |
47 | if( action != null)
48 | {
49 | onGUIAction += action;
50 | }
51 | }
52 |
53 | protected override void CustomOnGUI ()
54 | {
55 | T newValue = EditorGUILayout.ObjectField( _content, value, typeof( T), allowsSceneObjects) as T;
56 | if( newValue != value)
57 | {
58 | CallGUIPreAction();
59 | value = newValue;
60 | CallGUIAction();
61 | }
62 | }
63 | }
64 | }
65 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIObjectField.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: 4e71062e57c7142ac942862ada93fe30
3 | timeCreated: 1460735285
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIPopup.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIPopup : GUIBase
31 | {
32 | public int selectedIndex;
33 |
34 | private GUIContent[] _displayedOptions;
35 | public GUIContent[] displayedOptions {
36 | get { return _displayedOptions; }
37 | set {
38 | bool valid = value != null && value.Length > 0;
39 |
40 | if( valid) { _displayedOptions = value; }
41 | else { _displayedOptions = new GUIContent[1] {new GUIContent( "None")}; }
42 |
43 | selectedIndex = 0;
44 | }
45 | }
46 |
47 | private GUIContent _content;
48 | public GUIContent content { get { return _content; } }
49 |
50 | public GUIPopup( GUIContent content, GUIContent[] displayedOptions, int selectedIndex=0, OnGUIAction action=null)
51 | {
52 | this.displayedOptions = displayedOptions;
53 | this.selectedIndex = selectedIndex;
54 | _content = content;
55 |
56 | if( action != null)
57 | {
58 | onGUIAction += action;
59 | }
60 | }
61 |
62 | protected override void CustomOnGUI ()
63 | {
64 | int newIndex = EditorGUILayout.Popup( _content, selectedIndex, displayedOptions);
65 | if( newIndex != selectedIndex)
66 | {
67 | selectedIndex = newIndex;
68 | CallGUIAction();
69 | }
70 | }
71 | }
72 | }
73 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIPopup.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 6259d7ccfb3754f668bb6dd71c7fd0f3
3 | timeCreated: 1460735577
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIScrollView.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIScrollView : GUIBaseContainer
31 | {
32 | public GUILayoutOption[] layoutOptions;
33 |
34 | private Vector2 _scrollPosition;
35 |
36 | public GUIScrollView( params GUILayoutOption[] options)
37 | {
38 | layoutOptions = options;
39 | }
40 |
41 | protected override void BeginContainerOnGUI()
42 | {
43 | _scrollPosition = EditorGUILayout.BeginScrollView( _scrollPosition, layoutOptions);
44 | }
45 |
46 | protected override void EndContainerOnGUI()
47 | {
48 | EditorGUILayout.EndScrollView();
49 | }
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIScrollView.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: 5fcf341825a63468696df7d01e1c1fd1
3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUISlider.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUISlider : GUIBase
31 | {
32 | public float value;
33 | public float minValue;
34 | public float maxValue;
35 |
36 | private GUIContent _content;
37 | public GUIContent content { get { return _content; } }
38 |
39 | public GUISlider( GUIContent content, float value=0.0f, float minValue=0.0f, float maxValue=1.0f, OnGUIAction action=null)
40 | {
41 | this.value = value;
42 | this.minValue = minValue;
43 | this.maxValue = maxValue;
44 |
45 | _content = content;
46 | if( action != null)
47 | {
48 | onGUIAction += action;
49 | }
50 | }
51 |
52 | protected override void CustomOnGUI ()
53 | {
54 | float newValue = EditorGUILayout.Slider( _content, value, minValue, maxValue);
55 | if( newValue != value)
56 | {
57 | value = newValue;
58 | CallGUIAction();
59 | }
60 | }
61 | }
62 | }
63 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUISlider.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 41240b0cc1b9147418b91beeb23e4a18
3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUISpace.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUISpace : GUIBase
31 | {
32 | bool isFlexible;
33 |
34 | public GUISpace( bool isFlexible = false)
35 | {
36 | this.isFlexible = isFlexible;
37 | }
38 |
39 | protected override void CustomOnGUI()
40 | {
41 | if( isFlexible)
42 | {
43 | GUILayout.FlexibleSpace();
44 | }
45 | else
46 | {
47 | GUILayout.Space( 20.0f);
48 | }
49 | }
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUISpace.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: 76575536ddcc74a59acc6f5fde1e7584
3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUITextField.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUITextField : GUIBase
31 | {
32 | public string value;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUITextField( GUIContent content, string value="", OnGUIAction action=null)
38 | {
39 | this.value = value;
40 |
41 | _content = content;
42 | if( action != null)
43 | {
44 | onGUIAction += action;
45 | }
46 | }
47 |
48 | protected override void CustomOnGUI ()
49 | {
50 | string newValue = EditorGUILayout.TextField( _content, value);
51 | if( newValue != value)
52 | {
53 | value = newValue;
54 | CallGUIAction();
55 | }
56 | }
57 | }
58 | }
59 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUITextField.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 5af576aae40d54734b1b142bc45cae67
3 | timeCreated: 1460735285
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUITextureField.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUITextureField : GUIBase
31 | {
32 | public Texture2D texture;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUITextureField( GUIContent content, OnGUIAction action=null, OnGUIPreAction preAction=null)
38 | {
39 | _content = content;
40 | if( preAction != null)
41 | {
42 | onGUIPreAction += preAction;
43 | }
44 |
45 | if( action != null)
46 | {
47 | onGUIAction += action;
48 | }
49 | }
50 |
51 | protected override void CustomOnGUI ()
52 | {
53 | Texture2D newTexture = EditorGUILayout.ObjectField( _content, texture, typeof( Texture2D), false) as Texture2D;
54 | if( newTexture != texture)
55 | {
56 | CallGUIPreAction();
57 | texture = newTexture;
58 | CallGUIAction();
59 | }
60 | }
61 | }
62 | }
63 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUITextureField.cs.meta:
--------------------------------------------------------------------------------
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3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIToggle.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIToggle : GUIBase
31 | {
32 | public bool isToggled;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUIToggle( GUIContent content, OnGUIAction action=null)
38 | {
39 | _content = content;
40 | if( action != null)
41 | {
42 | onGUIAction += action;
43 | }
44 | }
45 |
46 | protected override void CustomOnGUI ()
47 | {
48 | bool newIsToggled = EditorGUILayout.Toggle( _content, isToggled);
49 | if( newIsToggled != isToggled)
50 | {
51 | isToggled = newIsToggled;
52 | CallGUIAction();
53 | }
54 | }
55 | }
56 | }
57 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIToggle.cs.meta:
--------------------------------------------------------------------------------
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3 | timeCreated: 1452785595
4 | licenseType: Pro
5 | MonoImporter:
6 | serializedVersion: 2
7 | defaultReferences: []
8 | executionOrder: 0
9 | icon: {instanceID: 0}
10 | userData:
11 | assetBundleName:
12 | assetBundleVariant:
13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIToolbar.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIToolbar : GUIBase
31 | {
32 | public int selected;
33 | public GUIContent[] itemContent;
34 |
35 | public GUIToolbar( GUIContent[] itemContent, OnGUIAction action=null)
36 | {
37 | this.itemContent = itemContent;
38 | if( action != null)
39 | {
40 | onGUIAction += action;
41 | }
42 | }
43 |
44 | protected override void CustomOnGUI ()
45 | {
46 | int newSelected = GUILayout.Toolbar( selected, itemContent);
47 | if( newSelected != selected)
48 | {
49 | selected = newSelected;
50 | CallGUIAction();
51 | }
52 | }
53 | }
54 | }
55 |
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIVector3Field.cs:
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1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIVector3Field : GUIBase
31 | {
32 | public Vector3 vector;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUIVector3Field( GUIContent content, OnGUIAction action=null)
38 | {
39 | _content = content;
40 | if( action != null)
41 | {
42 | onGUIAction += action;
43 | }
44 | }
45 |
46 | protected override void CustomOnGUI ()
47 | {
48 | Vector3 newVector = EditorGUILayout.Vector3Field( _content, vector);
49 | if( newVector != vector)
50 | {
51 | vector = newVector;
52 | CallGUIAction();
53 | }
54 | }
55 | }
56 | }
57 |
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIVertical.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIVertical : GUIBaseContainer
31 | {
32 | public GUILayoutOption[] layoutOptions;
33 | public GUIStyle style;
34 |
35 | public GUIVertical( GUIStyle style, params GUILayoutOption[] options)
36 | {
37 | layoutOptions = options;
38 | this.style = style;
39 | }
40 |
41 | public GUIVertical( params GUILayoutOption[] options)
42 | {
43 | layoutOptions = options;
44 | this.style = new GUIStyle();
45 | }
46 |
47 | protected override void BeginContainerOnGUI()
48 | {
49 | EditorGUILayout.BeginVertical( style, layoutOptions);
50 | }
51 |
52 | protected override void EndContainerOnGUI()
53 | {
54 | EditorGUILayout.EndVertical();
55 | }
56 | }
57 | }
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/Versioning/Editor/AssetUpdater.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.IO;
5 |
6 | namespace kode80.Versioning
7 | {
8 | public class AssetUpdater
9 | {
10 | public delegate void RemoteVersionDownloadFinished( AssetUpdater updater, int assetIndex);
11 | public RemoteVersionDownloadFinished remoteVersionDownloadFinished;
12 |
13 | public delegate void RemoteVersionDownloadFailed( AssetUpdater updater, int assetIndex);
14 | public RemoteVersionDownloadFailed remoteVersionDownloadFailed;
15 |
16 | private static AssetUpdater _instance;
17 | public static AssetUpdater Instance {
18 | get {
19 | if( _instance == null) {
20 | _instance = new AssetUpdater();
21 | }
22 | return _instance;
23 | }
24 | }
25 |
26 | private List _localVersions;
27 | private Dictionary _localToRemoteVersions;
28 | private AssetVersionDownloader _downloader;
29 |
30 | public int AssetCount { get { return _localVersions.Count; } }
31 |
32 | private AssetUpdater()
33 | {
34 | _localVersions = new List();
35 | _localToRemoteVersions = new Dictionary();
36 | }
37 |
38 | public void Refresh( bool forceRefresh = false)
39 | {
40 | List localVersions = FindLocalVersions();
41 | if( forceRefresh || VersionListsAreEqual( localVersions, _localVersions) == false)
42 | {
43 | _localVersions = localVersions;
44 |
45 | _downloader = new AssetVersionDownloader();
46 | _downloader.remoteVersionDownloadFinished += RemoteVersionDownloaderFinished;
47 | _downloader.remoteVersionDownloadFailed += RemoteVersionDownloaderFailed;
48 |
49 | foreach( AssetVersion local in _localVersions) {
50 | _downloader.Add( local);
51 | }
52 | }
53 | }
54 |
55 | public AssetVersion GetLocalVersion( int index) {
56 | return _localVersions[ index];
57 | }
58 |
59 | public AssetVersion GetRemoteVersion( int index) {
60 | AssetVersion localVersion = GetLocalVersion( index);
61 |
62 | if( _localToRemoteVersions.ContainsKey( localVersion)) {
63 | return _localToRemoteVersions[ localVersion];
64 | }
65 |
66 | return null;
67 | }
68 |
69 | #region AssetVersionDownloader delegate
70 |
71 | private void RemoteVersionDownloaderFinished( AssetVersion local, AssetVersion remote)
72 | {
73 | _localToRemoteVersions[ local] = remote;
74 |
75 | if( remoteVersionDownloadFinished != null)
76 | {
77 | remoteVersionDownloadFinished( this, _localVersions.IndexOf( local));
78 | }
79 | }
80 |
81 | private void RemoteVersionDownloaderFailed( AssetVersion local)
82 | {
83 | if( remoteVersionDownloadFailed != null)
84 | {
85 | remoteVersionDownloadFailed( this, _localVersions.IndexOf( local));
86 | }
87 | }
88 |
89 | #endregion
90 |
91 | private List FindLocalVersions()
92 | {
93 | List versions = new List();
94 | string[] paths = Directory.GetFiles( Application.dataPath, "AssetVersion.xml", SearchOption.AllDirectories);
95 |
96 | foreach( string path in paths)
97 | {
98 | string localXML = File.ReadAllText( path);
99 | AssetVersion version = AssetVersion.ParseXML( localXML);
100 |
101 | if( version != null) {
102 | versions.Add( version);
103 | }
104 | }
105 |
106 | return versions;
107 | }
108 |
109 | private bool VersionListsAreEqual( List a, List b)
110 | {
111 | if( a == b) { return true; }
112 | if( a.Count != b.Count) { return false; }
113 |
114 | Dictionary hash = new Dictionary();
115 |
116 | foreach( AssetVersion version in a) {
117 | hash[ version.ToString()] = true;
118 | }
119 |
120 | foreach( AssetVersion version in b) {
121 | if( hash.ContainsKey( version.ToString()) == false) {
122 | return false;
123 | }
124 | }
125 |
126 | return true;
127 | }
128 | }
129 | }
130 |
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/Assets/kode80/UnityTools/Versioning/Editor/AssetVersion.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections;
4 | using System.Xml;
5 |
6 | namespace kode80.Versioning
7 | {
8 | public class AssetVersion
9 | {
10 | public string Name { get; private set; }
11 | public string Author { get; private set; }
12 | public SemanticVersion Version { get; private set; }
13 | public string Notes { get; private set; }
14 | public Uri packageURI { get; private set; }
15 | public Uri versionURI { get; private set; }
16 |
17 | public static AssetVersion ParseXML( string xmlString)
18 | {
19 | XmlDocument xml = new XmlDocument();
20 |
21 | try { xml.LoadXml( xmlString); }
22 | catch( XmlException) { return null; }
23 |
24 | XmlNode name = xml.SelectSingleNode( "asset/name");
25 | XmlNode author = xml.SelectSingleNode( "asset/author");
26 | XmlNode version = xml.SelectSingleNode( "asset/version");
27 | XmlNode notes = xml.SelectSingleNode( "asset/notes");
28 | XmlNode packageURI = xml.SelectSingleNode( "asset/package-uri");
29 | XmlNode versionURI = xml.SelectSingleNode( "asset/version-uri");
30 |
31 | if( name == null ||
32 | author == null ||
33 | version == null ||
34 | notes == null ||
35 | packageURI == null ||
36 | versionURI == null)
37 | {
38 | Debug.Log( "Error parsing Asset Version XML");
39 | return null;
40 | }
41 |
42 | SemanticVersion semanticVersion = SemanticVersion.Parse( version.InnerText);
43 | if( semanticVersion == null) {
44 | Debug.Log( "Error parsing Semantic Version");
45 | return null;
46 | }
47 |
48 | AssetVersion assetVersion = new AssetVersion();
49 | assetVersion.Name = name.InnerText;
50 | assetVersion.Author = author.InnerText;
51 | assetVersion.Version = semanticVersion;
52 | assetVersion.Notes = notes.InnerText;
53 | assetVersion.packageURI = new Uri( packageURI.InnerText);
54 | assetVersion.versionURI = new Uri( versionURI.InnerText);
55 |
56 | return assetVersion;
57 | }
58 |
59 | public override string ToString()
60 | {
61 | return "Name: " + Name + "\n" +
62 | "Author: " + Author + "\n" +
63 | "Version: " + Version + "\n" +
64 | "Notes: " + Notes + "\n" +
65 | "PackageURI: " + packageURI + "\n" +
66 | "VersionURI: " + versionURI;
67 | }
68 | }
69 | }
70 |
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/Versioning/Editor/AssetVersionDownloader.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System;
4 | using System.Collections;
5 | using System.Collections.Generic;
6 | using System.Net;
7 | using System.Security.Cryptography.X509Certificates;
8 |
9 | namespace kode80.Versioning
10 | {
11 | public class AssetVersionDownloader
12 | {
13 | public delegate void RemoteVersionDownloadFinished( AssetVersion local, AssetVersion remote);
14 | public RemoteVersionDownloadFinished remoteVersionDownloadFinished;
15 |
16 | public delegate void RemoteVersionDownloadFailed( AssetVersion local);
17 | public RemoteVersionDownloadFailed remoteVersionDownloadFailed;
18 |
19 | private WebClient _webClient;
20 | private List _queue;
21 | private AssetVersion _currentLocalVersion;
22 | private List _mainThreadDelegates;
23 |
24 | public AssetVersionDownloader()
25 | {
26 | _queue = new List();
27 | _mainThreadDelegates = new List();
28 | EditorApplication.update += MainThreadUpdate;
29 | ServicePointManager.ServerCertificateValidationCallback += HandleServerCertificateValidation;
30 | }
31 |
32 | ~AssetVersionDownloader()
33 | {
34 | EditorApplication.update -= MainThreadUpdate;
35 | ServicePointManager.ServerCertificateValidationCallback -= HandleServerCertificateValidation;
36 | CancelAll();
37 | }
38 |
39 | private static bool HandleServerCertificateValidation(object sender, X509Certificate cert, X509Chain chain, System.Net.Security.SslPolicyErrors error)
40 | {
41 | return true;
42 | }
43 |
44 |
45 | public void Add( AssetVersion local)
46 | {
47 | _queue.Add( local);
48 | AttemptNextDownload();
49 | }
50 |
51 | public void CancelAll()
52 | {
53 | if( _webClient != null) {
54 | _webClient.CancelAsync();
55 | }
56 |
57 | _queue.Clear();
58 | }
59 |
60 | private void MainThreadUpdate()
61 | {
62 | if( _mainThreadDelegates.Count > 0)
63 | {
64 | _mainThreadDelegates[0].Invoke();
65 | _mainThreadDelegates.RemoveAt( 0);
66 | }
67 | }
68 |
69 | private void AttemptNextDownload()
70 | {
71 | if( _webClient == null && _queue.Count > 0)
72 | {
73 | _currentLocalVersion = _queue[0];
74 | _queue.RemoveAt( 0);
75 |
76 | using( _webClient = new WebClient())
77 | {
78 | _webClient.DownloadStringCompleted += WebClientCompleted;
79 |
80 | try {
81 | _webClient.DownloadStringAsync( _currentLocalVersion.versionURI);
82 | }
83 | catch( Exception e) {
84 | Debug.Log("dl exception: " + e);
85 | HandleFailedDownload();
86 | }
87 | }
88 | }
89 | }
90 |
91 | private void WebClientCompleted(object sender, DownloadStringCompletedEventArgs e)
92 | {
93 | if( e.Cancelled || e.Error != null)
94 | {
95 | if( e.Error != null)
96 | {
97 | Debug.Log("dl complete error: " + e.Error);
98 | }
99 | HandleFailedDownload();
100 | }
101 | else
102 | {
103 | AssetVersion remote = AssetVersion.ParseXML( e.Result);
104 | if( remote == null)
105 | {
106 | HandleFailedDownload();
107 | }
108 | else
109 | {
110 | HandleFinishedDownload( remote);
111 | }
112 | }
113 | }
114 |
115 | private void HandleFinishedDownload( AssetVersion remote)
116 | {
117 | if( remoteVersionDownloadFinished != null) {
118 | _mainThreadDelegates.Add( new Action( () => {
119 | remoteVersionDownloadFinished( _currentLocalVersion, remote);
120 |
121 | _currentLocalVersion = null;
122 | _webClient = null;
123 | AttemptNextDownload();
124 | }));
125 | }
126 | }
127 |
128 | private void HandleFailedDownload()
129 | {
130 | if( remoteVersionDownloadFailed != null) {
131 | _mainThreadDelegates.Add( new Action( () => {
132 | remoteVersionDownloadFailed( _currentLocalVersion);
133 |
134 | _currentLocalVersion = null;
135 | _webClient = null;
136 | AttemptNextDownload();
137 | }));
138 | }
139 | }
140 | }
141 | }
142 |
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/Assets/kode80/UnityTools/Versioning/Editor/SemanticVersion.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections;
4 |
5 | namespace kode80.Versioning
6 | {
7 | public class SemanticVersion
8 | {
9 | public int Major { get; private set; }
10 | public int Minor { get; private set; }
11 | public int Patch { get; private set; }
12 |
13 | public SemanticVersion( int major = 0, int minor = 0, int patch = 0)
14 | {
15 | Major = major;
16 | Minor = minor;
17 | Patch = patch;
18 | }
19 |
20 | public static SemanticVersion Parse( string versionString)
21 | {
22 | string[] components = versionString.Split( '.');
23 | int major = 0, minor = 0, patch = 0;
24 |
25 | if( components.Length < 3) { return null; }
26 | if( int.TryParse( components[0], out major) == false) { return null; }
27 | if( int.TryParse( components[1], out minor) == false) { return null; }
28 | if( int.TryParse( components[2], out patch) == false) { return null; }
29 |
30 | return new SemanticVersion( major, minor, patch);
31 | }
32 |
33 | public static bool operator <( SemanticVersion a, SemanticVersion b)
34 | {
35 | if( a.Major < b.Major) { return true; }
36 | if( a.Major > b.Major) { return false; }
37 |
38 | if( a.Minor < b.Minor) { return true; }
39 | if( a.Minor > b.Minor) { return false; }
40 |
41 | if( a.Patch < b.Patch) { return true; }
42 |
43 | return false;
44 | }
45 |
46 | public static bool operator >( SemanticVersion a, SemanticVersion b)
47 | {
48 | if( a.Major > b.Major) { return true; }
49 | if( a.Major < b.Major) { return false; }
50 |
51 | if( a.Minor > b.Minor) { return true; }
52 | if( a.Minor < b.Minor) { return false; }
53 |
54 | if( a.Patch > b.Patch) { return true; }
55 |
56 | return false;
57 | }
58 |
59 | public override string ToString()
60 | {
61 | return Major + "." + Minor + "." + Patch;
62 | }
63 | }
64 | }
65 |
--------------------------------------------------------------------------------
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/README.md:
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1 | # kode80CloudsUnity3D (Ver 1.1.0)
2 | kode80 Clouds is a realtime volumetric cloud rendering solution for Unity3D, offering fully dynamic, animated, 3D cloudscapes along with a custom editor for painting clouds directly into your scene. All properties; from cloud density and shape to sun and ambient lighting can be adjusted in realtime.
3 |
4 | For more info & videos, and to purchase commercial licenses, check out: [http://kode80.com/](http://kode80.com/)
5 |
6 | ## License
7 | kode80 Clouds is free to use for strictly non-commercial purposes, read kode80CloudsNonCommercialLicense.html in project root for full details.
8 |
9 | If you'd like to use kode80 Clouds for commercial purposes, or support this & future kode80 development, commercial licenses are available for purchase from my online store at: [http://kode80.com/](http://kode80.com/)
10 |
11 | ## Download Latest unitypackage
12 | The latest packaged version can be downloaded here: [kode80Clouds.unitypackage](http://kode80.com/downloads/assets/kode80Clouds.unitypackage)
13 |
14 | ## ChangeLog
15 | ### kode80 Clouds 1.1.1 (April 20th 2016):
16 | * Fixed shader compilation on < 5.3.0
17 | * Fixed GUI compilation error on < 5.3.0
18 | * Fixed draw order bug with transparent materials
19 | * Fixed clouds not displaying when Unity water is visible
20 |
21 | ### kode80 Clouds 1.1.0 (April 18th 2016):
22 | * Added kode80CloudShadows component (place on directional light)
23 | * Added AssetUpdater (Window/kode80/Check for Asset Updates)
24 | * kode80Clouds now draws a gizmo for visualizing horizon/atmosphere size
25 | * kode80Clouds' transform now affects virtual skydome position in scene
26 | * Hardcoded input in demo's FlyCamera script (fixes Input Manager errors)
27 | * Fixed Coverage Editor's brush position for all atmosphere sizes
28 | * Fixed compile errors for < Unity 5.3.3
29 | * Fixed lighting when project is set to Gamma
30 | * Updated documentation
31 |
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