├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── EditorSettings.asset ├── TagManager.asset ├── DynamicsManager.asset ├── UnityConnectSettings.asset ├── Physics2DSettings.asset └── NavMeshAreas.asset ├── UnityPackageManager └── manifest.json ├── Blender └── Arrows10.blend ├── Assets ├── StreamingAssets │ ├── mymod │ ├── bundledemo │ ├── test.png │ ├── test2.jpg │ ├── StreamingAssets │ ├── StreamingAssets.manifest │ └── mymod.manifest ├── Battlehub │ ├── Deps │ │ ├── RTTypeModel.dll │ │ ├── protobuf-net.dll │ │ └── WSA │ │ │ └── protobuf-net.dll │ ├── Effects │ │ ├── Sky │ │ │ ├── Sky_c06.png │ │ │ ├── Sky_c07.png │ │ │ ├── Sky_c08.png │ │ │ ├── Sky_c09.png │ │ │ ├── Sky_c10.png │ │ │ └── Sky_c11.png │ │ └── GlowingOrb │ │ │ └── Materials │ │ │ ├── glow.png │ │ │ ├── smoke.jpg │ │ │ ├── Central2.png │ │ │ ├── central.png │ │ │ ├── energy.jpg │ │ │ ├── Smoke15Frames_0.png │ │ │ └── Smoke30Frames_0.png │ ├── RTHandles │ │ ├── RTHandles.pdf │ │ ├── Resources │ │ │ ├── Eye.png │ │ │ ├── BoxSelection.png │ │ │ └── MoveCursor.png │ │ ├── Demo │ │ │ ├── Models │ │ │ │ ├── block.fbx │ │ │ │ ├── ferry.fbx │ │ │ │ ├── ledder.fbx │ │ │ │ ├── portal.fbx │ │ │ │ ├── blocklarge.fbx │ │ │ │ ├── platform.fbx │ │ │ │ └── cubemanSoul.fbx │ │ │ ├── Resources │ │ │ │ ├── Grid.png │ │ │ │ ├── Hint.png │ │ │ │ ├── Load.png │ │ │ │ ├── MinX.png │ │ │ │ ├── MinZ.png │ │ │ │ ├── Play.png │ │ │ │ ├── Save.png │ │ │ │ ├── Snap.png │ │ │ │ ├── Stop.png │ │ │ │ ├── Focus.png │ │ │ │ ├── PlusX.png │ │ │ │ ├── PlusZ.png │ │ │ │ ├── Restart.png │ │ │ │ ├── Target.png │ │ │ │ ├── AutoFocus.png │ │ │ │ ├── Character.png │ │ │ │ ├── GlobalLocal.png │ │ │ │ ├── NextControl.png │ │ │ │ ├── SnapToGrid.png │ │ │ │ ├── UnitSnapping.png │ │ │ │ ├── redo-button.png │ │ │ │ ├── undo-button.png │ │ │ │ └── ShowBoundingBox.png │ │ │ └── Scripts │ │ │ │ ├── GameGoal.cs │ │ │ │ ├── EditorHint.cs │ │ │ │ └── GameFerry.cs │ │ ├── Fonts │ │ │ └── FontOpenSansBold.ttf │ │ ├── Prefabs │ │ │ └── Models │ │ │ │ └── PositionHandle.fbx │ │ └── Shaders │ │ │ └── Resources │ │ │ ├── Battlehub.RuntimeHandles.x.png │ │ │ ├── Battlehub.RuntimeHandles.y.png │ │ │ ├── Battlehub.RuntimeHandles.z.png │ │ │ ├── VertexColorBillboard.shader │ │ │ ├── VertexColor.shader │ │ │ └── VertexColorClip.shader │ ├── UIControls │ │ ├── TreeView.pdf │ │ ├── Sprites │ │ │ ├── Expanded.png │ │ │ ├── Progress.png │ │ │ ├── Collapsed.png │ │ │ └── TreeViewDropMarker.png │ │ ├── Demo │ │ │ ├── Resources │ │ │ │ ├── cube.png │ │ │ │ ├── Sky_c00.png │ │ │ │ ├── Sky_c01.png │ │ │ │ ├── Sky_c02.png │ │ │ │ ├── Sky_c03.png │ │ │ │ ├── Sky_c04.png │ │ │ │ └── Sky_c05.png │ │ │ └── Scripts │ │ │ │ └── Rotation.cs │ │ └── Scripts │ │ │ ├── ListBox.cs │ │ │ ├── VirtualizingTreeView │ │ │ ├── VirtualizingListBox.cs │ │ │ └── VirtualizingListBoxItem.cs │ │ │ ├── Breadcrumb.cs │ │ │ ├── RectTransformChangeListener.cs │ │ │ ├── ListBoxItem.cs │ │ │ └── Editor │ │ │ └── VirtualizingScrollRectEditor.cs │ ├── Cubeman │ │ ├── Model │ │ │ └── cubeman.fbx │ │ ├── Textures │ │ │ ├── black.png │ │ │ └── logo.png │ │ ├── Animation │ │ │ ├── HumanoidRun.fbx │ │ │ ├── HumanoidCrouch.fbx │ │ │ ├── HumanoidIdle.fbx │ │ │ ├── HumanoidMidAir.fbx │ │ │ ├── HumanoidWalk.fbx │ │ │ ├── HumanoidRunTurn.fbx │ │ │ ├── HumanoidWalkTurn.fbx │ │ │ ├── HumanoidIdleJumpUp.fbx │ │ │ ├── HumanoidJumpAndFall.fbx │ │ │ ├── HumanoidStandTurn.fbx │ │ │ ├── HumanoidRunTurnSharp.fbx │ │ │ └── HumanoidWalkTurnSharp.fbx │ │ └── PhysicsMaterials │ │ │ └── ZeroFriction.physicMaterial │ ├── RTEditor │ │ ├── Demo │ │ │ ├── Textures │ │ │ │ └── Wood.jpg │ │ │ ├── BundledObject │ │ │ │ ├── PBR │ │ │ │ │ ├── pbr │ │ │ │ │ ├── bricks_032.sbsar │ │ │ │ │ ├── Crocodile_Skin.sbsar │ │ │ │ │ └── pbr.manifest │ │ │ │ ├── monk.fbx │ │ │ │ ├── Texture 1.png │ │ │ │ └── NewSurfaceShader.shader │ │ │ └── Demo │ │ │ │ ├── LightingData.asset │ │ │ │ └── ReflectionProbe-0.exr │ │ ├── Icons │ │ │ └── Resources │ │ │ │ ├── Hand.png │ │ │ │ ├── Load.png │ │ │ │ ├── Move.png │ │ │ │ ├── None.png │ │ │ │ ├── Play.png │ │ │ │ ├── Redo.png │ │ │ │ ├── Save.png │ │ │ │ ├── Undo.png │ │ │ │ ├── edit.png │ │ │ │ ├── Close.png │ │ │ │ ├── Create.png │ │ │ │ ├── Global.png │ │ │ │ ├── Object.png │ │ │ │ ├── Reset.png │ │ │ │ ├── Rotate.png │ │ │ │ ├── SaveAs.png │ │ │ │ ├── Scale.png │ │ │ │ ├── focus.png │ │ │ │ ├── AddFolder.png │ │ │ │ ├── AddPrefab.png │ │ │ │ ├── Checkmark.png │ │ │ │ ├── DarkBackH.png │ │ │ │ ├── DarkBackV.png │ │ │ │ ├── DegDarkH.png │ │ │ │ ├── DegDarkV.png │ │ │ │ ├── DragDrop.png │ │ │ │ ├── FileLarge.png │ │ │ │ ├── FileSmall.png │ │ │ │ ├── PivotMode.png │ │ │ │ ├── autofocus.png │ │ │ │ ├── DragCursor.png │ │ │ │ ├── FolderLarge.png │ │ │ │ ├── FolderSmall.png │ │ │ │ ├── GameObject.png │ │ │ │ ├── MoveCursor.png │ │ │ │ ├── PickButton.png │ │ │ │ ├── VDragCursor.png │ │ │ │ ├── snapToGrid.png │ │ │ │ ├── unitsnapping.png │ │ │ │ ├── DropDownArrow.png │ │ │ │ ├── DuplicateScene.png │ │ │ │ ├── Image File Filled.png │ │ │ │ ├── ScrollBarHandle.png │ │ │ │ ├── ExposedFolderLarge.png │ │ │ │ ├── ExposedFolderSmall.png │ │ │ │ ├── boundingboxsnapping.png │ │ │ │ ├── ScrollBarHandleVertical.png │ │ │ │ └── ScrollBarHandleHorizontal.png │ │ ├── RuntimeEditorBasics.pdf │ │ ├── Prefabs │ │ │ └── Editors │ │ │ │ └── Resources │ │ │ │ └── MaterialVariants │ │ │ │ ├── SampleNormalMap.png │ │ │ │ └── SampleTexture.png │ │ └── Scripts │ │ │ ├── Editors │ │ │ ├── PropertyEditors │ │ │ │ ├── Expander.cs │ │ │ │ ├── ArrayEditor.cs │ │ │ │ ├── SliderOverride.cs │ │ │ │ ├── BoolEditor.cs │ │ │ │ ├── ListEditor.cs │ │ │ │ ├── FloatValidator.cs │ │ │ │ ├── Vector4Editor.cs │ │ │ │ ├── QuaternionEditor.cs │ │ │ │ └── StringEditor.cs │ │ │ ├── EditorsMapStorage.cs │ │ │ └── ComponentDescriptors │ │ │ │ └── MeshFilterComponentDescriptor.cs │ │ │ └── Editor │ │ │ └── RuntimeEditorEditor.cs │ ├── RTCommon │ │ ├── Icons │ │ │ └── Resources │ │ │ │ ├── CameraGizmo.png │ │ │ │ ├── LightGizmo.png │ │ │ │ └── AudioSourceGizmo.png │ │ ├── Scripts │ │ │ ├── GLCamera.cs │ │ │ ├── GameCamera.cs │ │ │ ├── DragDrop.cs │ │ │ └── RuntimeUndoComponent.cs │ │ └── Shaders │ │ │ └── Resources │ │ │ └── Billboard.shader │ ├── RTSaveLoad │ │ ├── Resources │ │ │ └── RTSaveLoadLogo.png │ │ ├── Scripts │ │ │ ├── Interface │ │ │ │ ├── ExtraSceneData.cs │ │ │ │ ├── ISerializer.cs │ │ │ │ ├── AssetBundleLoader.cs │ │ │ │ ├── IRuntimeShaderUtil.cs │ │ │ │ └── Dependencies.cs │ │ │ └── Implementation │ │ │ │ ├── NotImplemented │ │ │ │ ├── SaveLoadConfigAuto.cs │ │ │ │ └── SaveLoadConfig.cs │ │ │ │ ├── AssetBundlesCreator.cs │ │ │ │ ├── ResourceGroup.cs │ │ │ │ ├── BundleResourceMap.cs │ │ │ │ └── PersistentObjects │ │ │ │ └── PersistentTexture2D.cs │ │ ├── ShaderInfo │ │ │ └── Resources │ │ │ │ ├── rt_shader_Battlehub__RTCommon__Billboard_8589934908.txt │ │ │ │ ├── rt_shader_Particles__Additive (Soft)_8589934904.txt │ │ │ │ ├── rt_shader_Particles__Additive_8589941242.txt │ │ │ │ ├── rt_shader_Particles__Alpha Blended_8589934906.txt │ │ │ │ ├── rt_shader_Battlehub__RTEditor__Demo__NewSurfaceShader_9663682893.txt │ │ │ │ └── rt_shader_Skybox__6 Sided_8589934912.txt │ │ └── PersistentObjects │ │ │ ├── PersistentAvatar.cs │ │ │ ├── PersistentFlare.cs │ │ │ ├── PersistentSprite.cs │ │ │ ├── PersistentCubemap.cs │ │ │ ├── PersistentAssetBundle.cs │ │ │ ├── PersistentAudioClip.cs │ │ │ ├── PersistentFixedJoint.cs │ │ │ ├── PersistentGUILayer.cs │ │ │ ├── PersistentLightProbes.cs │ │ │ ├── PersistentOutline.cs │ │ │ ├── PersistentTextAsset.cs │ │ │ ├── PersistentTexture3D.cs │ │ │ ├── PersistentComputeShader.cs │ │ │ ├── PersistentCubemapArray.cs │ │ │ ├── PersistentFlareLayer.cs │ │ │ ├── PersistentNavMeshData.cs │ │ │ ├── PersistentSparseTexture.cs │ │ │ ├── PersistentVideoClip.cs │ │ │ ├── PersistentAudioBehaviour.cs │ │ │ ├── PersistentLightmapSettings.cs │ │ │ ├── PersistentQualitySettings.cs │ │ │ ├── PersistentRenderSettings.cs │ │ │ ├── PersistentTexture2DArray.cs │ │ │ ├── PersistentWorldAnchor.cs │ │ │ ├── PersistentAudioMixerGroup.cs │ │ │ ├── PersistentProceduralTexture.cs │ │ │ ├── PersistentAssetBundleManifest.cs │ │ │ ├── PersistentAudioMixerSnapshot.cs │ │ │ ├── PersistentGraphicsSettings.cs │ │ │ ├── PersistentPositionAsUV1.cs │ │ │ ├── PersistentRectMask2D.cs │ │ │ ├── PersistentEventTrigger.cs │ │ │ ├── PersistentShaderVariantCollection.cs │ │ │ ├── PersistentStateMachineBehaviour.cs │ │ │ ├── PersistentPhysics2DRaycaster.cs │ │ │ ├── PersistentPlayerConnection.cs │ │ │ ├── PersistentRenderPipelineAsset.cs │ │ │ ├── PersistentVerticalLayoutGroup.cs │ │ │ ├── PersistentHorizontalLayoutGroup.cs │ │ │ ├── PersistentMotion.cs │ │ │ ├── PersistentPhysicsUpdateBehaviour2D.cs │ │ │ ├── PersistentRuntimeAnimatorController.cs │ │ │ ├── PersistentBaseInputModule.cs │ │ │ ├── PersistentPointerInputModule.cs │ │ │ ├── PersistentGUIElement.cs │ │ │ ├── PersistentBaseMeshEffect.cs │ │ │ ├── PersistentBaseRaycaster.cs │ │ │ ├── PersistentScriptableObject.cs │ │ │ ├── PersistentShader.cs │ │ │ ├── PersistentOcclusionPortal.cs │ │ │ ├── PersistentAvatarMask.cs │ │ │ ├── PersistentCircleCollider2D.cs │ │ │ ├── PersistentMask.cs │ │ │ ├── PersistentToggleGroup.cs │ │ │ ├── PersistentLightProbeGroup.cs │ │ │ ├── ParticleSystem │ │ │ ├── PersistentCustomDataModule.cs │ │ │ ├── PersistentSubEmittersModule.cs │ │ │ └── PersistentExternalForcesModule.cs │ │ │ ├── PersistentAudioDistortionFilter.cs │ │ │ ├── PersistentBoxCollider.cs │ │ │ ├── PersistentNetworkMatch.cs │ │ │ ├── PersistentAudioListener.cs │ │ │ ├── PersistentOcclusionArea.cs │ │ │ ├── PersistentSphereCollider.cs │ │ │ ├── PersistentEdgeCollider2D.cs │ │ │ ├── PersistentFixedJoint2D.cs │ │ │ ├── PersistentFrictionJoint2D.cs │ │ │ ├── PersistentPhysicsMaterial2D.cs │ │ │ ├── PersistentCapsuleCollider2D.cs │ │ │ └── PersistentMovieTexture.cs │ ├── Utils │ │ ├── ReadonlyAttribute.cs │ │ ├── EnumFlagsAttribute.cs │ │ ├── ExposePropertyAttribute.cs │ │ ├── Editor │ │ │ ├── ReadonlyDrawer.cs │ │ │ ├── EnumFlagsDrawer.cs │ │ │ └── ReadonlyPropertyDrawer.cs │ │ ├── PsAutoDestroy.cs │ │ ├── TextureExtensions.cs │ │ ├── CursorHelper.cs │ │ ├── EditorStopwatch.cs │ │ ├── BtnRepeat.cs │ │ └── Strong.cs │ ├── RTSaveLoad2 │ │ ├── Scripts │ │ │ ├── RTSL2Version.cs │ │ │ ├── PersistentMonoBehavior.cs │ │ │ ├── TypeModelCreator.cs │ │ │ └── PersistentObject.cs │ │ ├── Scripts_Auto │ │ │ ├── PersistentClasses │ │ │ │ ├── UnityEngine_Battlehub_SL2_PersistentTransform.cs │ │ │ │ ├── UnityEngine_Battlehub_SL2_PersistentVector3.cs │ │ │ │ ├── UnityEngine_Battlehub_SL2_PersistentRenderer.cs │ │ │ │ ├── UnityEngine_Battlehub_SL2_PersistentMatrix4x4.cs │ │ │ │ ├── UnityEngine_Battlehub_SL2_PersistentGameObject.cs │ │ │ │ ├── UnityEngine_Battlehub_SL2_PersistentMeshRenderer.cs │ │ │ │ ├── UnityEngine_Battlehub_SL2_PersistentMaterial.cs │ │ │ │ ├── UnityEngine_Battlehub_SL2_PersistentMesh.cs │ │ │ │ ├── UnityEngine_Battlehub_SL2_PersistentObject.cs │ │ │ │ └── UnityEngine_Battlehub_SL2_PersistentColor.cs │ │ │ └── TypeModelCreator.cs │ │ └── Editor │ │ │ └── CodeGenTemplates │ │ │ └── PersistentObjectTemplate.cs │ ├── RootPath.cs │ ├── ObjectToTexture │ │ └── Scripts │ │ │ └── Editor │ │ │ └── ObjectToTextureEditor.cs │ └── RTGizmos │ │ └── Scripts │ │ ├── DirectionalLightGizmo.cs │ │ ├── BoxGizmo.cs │ │ └── BoxColliderGizmo.cs └── test.cs ├── .gitignore ├── RTE2018.rtf ├── Unity_RuntimeEditor.userprefs ├── RuntimeEditor_2018.sln └── Unity_RuntimeEditor.sln /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2017.3.0f2 2 | -------------------------------------------------------------------------------- /UnityPackageManager/manifest.json: 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-------------------------------------------------------------------------------- /Assets/StreamingAssets/StreamingAssets.manifest: -------------------------------------------------------------------------------- 1 | ManifestFileVersion: 0 2 | CRC: 458690153 3 | AssetBundleManifest: 4 | AssetBundleInfos: 5 | Info_0: 6 | Name: bundledemo 7 | Dependencies: {} 8 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts/PersistentMonoBehavior.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.RTSaveLoad2 4 | { 5 | public class PersistentScript 6 | { 7 | 8 | } 9 | } 10 | 11 | 12 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Prefabs/Editors/Resources/MaterialVariants/SampleNormalMap.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/li5414/Unity_RuntimeEditor/HEAD/Assets/Battlehub/RTEditor/Prefabs/Editors/Resources/MaterialVariants/SampleNormalMap.png -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Prefabs/Editors/Resources/MaterialVariants/SampleTexture.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/li5414/Unity_RuntimeEditor/HEAD/Assets/Battlehub/RTEditor/Prefabs/Editors/Resources/MaterialVariants/SampleTexture.png -------------------------------------------------------------------------------- /Assets/Battlehub/UIControls/Scripts/ListBox.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.UIControls 4 | { 5 | public class ListBox : ItemsControl 6 | { 7 | 8 | } 9 | } 10 | 11 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Interface/ExtraSceneData.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.RTSaveLoad 4 | { 5 | public class ExtraSceneData : MonoBehaviour 6 | { 7 | public Object[] Selection; 8 | } 9 | } -------------------------------------------------------------------------------- /Assets/Battlehub/Utils/ExposePropertyAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace Battlehub.Utils 4 | { 5 | [AttributeUsage(AttributeTargets.Property)] 6 | public class ExposePropertyAttribute : Attribute 7 | { 8 | 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/Battlehub/UIControls/Scripts/VirtualizingTreeView/VirtualizingListBox.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.UIControls 4 | { 5 | public class VirtualizingListBox : VirtualizingItemsControl 6 | { 7 | 8 | } 9 | } 10 | 11 | -------------------------------------------------------------------------------- /Assets/Battlehub/RootPath.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Battlehub 6 | { 7 | public class BHPath 8 | { 9 | public const string Root = "Battlehub"; 10 | 11 | } 12 | 13 | } 14 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTHandles/Demo/Scripts/GameGoal.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace Battlehub.RTHandles 6 | { 7 | public class GameGoal : MonoBehaviour 8 | { 9 | private void Start() 10 | { 11 | tag = "Finish"; 12 | } 13 | } 14 | 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Battlehub/Utils/Editor/ReadonlyDrawer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ReadonlyPropertyDrawer : MonoBehaviour { 5 | 6 | // Use this for initialization 7 | void Start () { 8 | 9 | } 10 | 11 | // Update is called once per frame 12 | void Update () { 13 | 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Interface/ISerializer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | namespace Battlehub.RTSaveLoad 3 | { 4 | public interface ISerializer 5 | { 6 | byte[] Serialize(TData data); 7 | TData Deserialize(byte[] data); 8 | TData DeepClone(TData data); 9 | } 10 | } 11 | 12 | -------------------------------------------------------------------------------- /RTE2018.rtf: -------------------------------------------------------------------------------- 1 | {\rtf1\ansi\ansicpg1252\deff0\nouicompat{\fonttbl{\f0\fnil\fcharset0 Calibri;}} 2 | {\*\generator Riched20 10.0.15063}\viewkind4\uc1 3 | \pard\sa200\sl276\slmult1\f0\fs22\lang9 Feature List\par 4 | - dock panels\par 5 | - save load refactoring\par 6 | - vr support\par 7 | - ar support\par 8 | - touch input \par 9 | } 10 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Implementation/NotImplemented/SaveLoadConfigAuto.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace Battlehub.RTSaveLoad 4 | { 5 | //TODO: Implement 6 | public partial class SaveLoadConfig 7 | { 8 | static SaveLoadConfig() 9 | { 10 | m_disabledTypes = new Type[] 11 | { 12 | typeof(UnityEngine.UI.Button), 13 | }; 14 | } 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Battlehub/Cubeman/PhysicsMaterials/ZeroFriction.physicMaterial: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!134 &13400000 4 | PhysicMaterial: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_Name: ZeroFriction 9 | dynamicFriction: 0 10 | staticFriction: 0 11 | bounciness: 0 12 | frictionCombine: 2 13 | bounceCombine: 0 14 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/ShaderInfo/Resources/rt_shader_Battlehub__RTCommon__Billboard_8589934908.txt: -------------------------------------------------------------------------------- 1 | {"dummy":0,"Name":"Battlehub/RTCommon/Billboard","InstanceId":8589934908,"PropertyCount":2,"PropertyDescriptions":["Color","Texture Image"],"PropertyNames":["_Color","_MainTex"],"PropertyTypes":[0,4],"PropertyRangeLimits":[{"Def":1.0,"Min":1.0,"Max":1.0},{"Def":0.0,"Min":0.0,"Max":0.0}],"PropertyTexDims":[1,2],"IsHidden":[false,false]} -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Implementation/NotImplemented/SaveLoadConfig.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace Battlehub.RTSaveLoad 4 | { 5 | //TODO: Implement 6 | public partial class SaveLoadConfig 7 | { 8 | private static Type[] m_disabledTypes = new Type[0]; 9 | 10 | public static Type[] DisabledComponentTypes 11 | { 12 | get { return m_disabledTypes; } 13 | } 14 | } 15 | } 16 | 17 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/ShaderInfo/Resources/rt_shader_Particles__Additive (Soft)_8589934904.txt: -------------------------------------------------------------------------------- 1 | {"dummy":0,"Name":"Particles/Additive (Soft)","InstanceId":8589934904,"PropertyCount":2,"PropertyDescriptions":["Particle Texture","Soft Particles Factor"],"PropertyNames":["_MainTex","_InvFade"],"PropertyTypes":[4,3],"PropertyRangeLimits":[{"Def":0.0,"Min":0.0,"Max":0.0},{"Def":1.0,"Min":0.009999999776482582,"Max":3.0}],"PropertyTexDims":[2,1],"IsHidden":[false,false]} -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/UIControls/Scripts/Breadcrumb.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Battlehub.UIControls 5 | { 6 | public class Breadcrumb : ItemsControl 7 | { 8 | // Use this for initialization 9 | void Start() 10 | { 11 | 12 | } 13 | 14 | // Update is called once per frame 15 | void Update() 16 | { 17 | 18 | } 19 | } 20 | 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/PersistentClasses/UnityEngine_Battlehub_SL2_PersistentTransform.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using Battlehub.RTSaveLoad2; 4 | using UnityEngine; 5 | using UnityEngine.Battlehub.SL2; 6 | 7 | using UnityObject = UnityEngine.Object; 8 | namespace UnityEngine.Battlehub.SL2 9 | { 10 | [ProtoContract(AsReferenceDefault = true)] 11 | public class PersistentTransform : PersistentObject 12 | { 13 | } 14 | } 15 | 16 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/ShaderInfo/Resources/rt_shader_Particles__Additive_8589941242.txt: -------------------------------------------------------------------------------- 1 | {"dummy":0,"Name":"Particles/Additive","InstanceId":8589941242,"PropertyCount":3,"PropertyDescriptions":["Tint Color","Particle Texture","Soft Particles Factor"],"PropertyNames":["_TintColor","_MainTex","_InvFade"],"PropertyTypes":[0,4,3],"PropertyRangeLimits":[{"Def":0.5,"Min":0.5,"Max":0.5},{"Def":0.0,"Min":0.0,"Max":0.0},{"Def":1.0,"Min":0.009999999776482582,"Max":3.0}],"PropertyTexDims":[1,2,1],"IsHidden":[false,false,false]} -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/ShaderInfo/Resources/rt_shader_Particles__Alpha Blended_8589934906.txt: -------------------------------------------------------------------------------- 1 | {"dummy":0,"Name":"Particles/Alpha Blended","InstanceId":8589934906,"PropertyCount":3,"PropertyDescriptions":["Tint Color","Particle Texture","Soft Particles Factor"],"PropertyNames":["_TintColor","_MainTex","_InvFade"],"PropertyTypes":[0,4,3],"PropertyRangeLimits":[{"Def":0.5,"Min":0.5,"Max":0.5},{"Def":0.0,"Min":0.0,"Max":0.0},{"Def":1.0,"Min":0.009999999776482582,"Max":3.0}],"PropertyTexDims":[1,2,1],"IsHidden":[false,false,false]} -------------------------------------------------------------------------------- /Assets/Battlehub/Utils/Editor/EnumFlagsDrawer.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace Battlehub.Utils 5 | { 6 | [CustomPropertyDrawer(typeof(EnumFlagsAttribute))] 7 | public class EnumFlagsAttributeDrawer : PropertyDrawer 8 | { 9 | public override void OnGUI(Rect _position, SerializedProperty _property, GUIContent _label) 10 | { 11 | _property.intValue = EditorGUI.MaskField(_position, _label, _property.intValue, _property.enumNames); 12 | } 13 | } 14 | } 15 | 16 | 17 | 18 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_DefaultBehaviorMode: 0 10 | m_SpritePackerMode: 0 11 | m_SpritePackerPaddingPower: 1 12 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 13 | m_ProjectGenerationRootNamespace: 14 | m_UserGeneratedProjectSuffix: 15 | m_CollabEditorSettings: 16 | inProgressEnabled: 1 17 | -------------------------------------------------------------------------------- /Assets/test.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class test : MonoBehaviour { 6 | 7 | 8 | [SerializeField] 9 | private Mesh m_resourceMesh; 10 | // Use this for initialization 11 | void Start () { 12 | // Mesh mesh = new Mesh(); 13 | // Resources.UnloadAsset(mesh); 14 | 15 | Resources.UnloadAsset(m_resourceMesh); 16 | 17 | //Resources.LoadAsync() 18 | } 19 | 20 | // Update is called once per frame 21 | void Update () { 22 | 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/ShaderInfo/Resources/rt_shader_Battlehub__RTEditor__Demo__NewSurfaceShader_9663682893.txt: -------------------------------------------------------------------------------- 1 | {"dummy":0,"Name":"Battlehub/RTEditor/Demo/NewSurfaceShader","InstanceId":9663682893,"PropertyCount":4,"PropertyDescriptions":["Color","Albedo (RGB)","Smoothness","Metallic"],"PropertyNames":["_Color","_MainTex","_Glossiness","_Metallic"],"PropertyTypes":[0,4,3,3],"PropertyRangeLimits":[{"Def":1.0,"Min":1.0,"Max":1.0},{"Def":0.0,"Min":0.0,"Max":0.0},{"Def":0.5,"Min":0.0,"Max":1.0},{"Def":0.0,"Min":0.0,"Max":1.0}],"PropertyTexDims":[1,2,1,1],"IsHidden":[false,false,false,false]} -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/Battlehub/Utils/PsAutoDestroy.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.Utils 4 | { 5 | public class PsAutoDestroy : MonoBehaviour 6 | { 7 | private ParticleSystem ps; 8 | 9 | public void Start() 10 | { 11 | ps = GetComponent(); 12 | } 13 | 14 | public void Update() 15 | { 16 | if (ps) 17 | { 18 | if (!ps.IsAlive()) 19 | { 20 | Destroy(gameObject, 0.0f); 21 | } 22 | } 23 | 24 | } 25 | } 26 | } 27 | 28 | 29 | -------------------------------------------------------------------------------- /Unity_RuntimeEditor.userprefs: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentAvatar.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentAvatar : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentFlare.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentFlare : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentSprite.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentSprite : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/Utils/TextureExtensions.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.Utils 4 | { 5 | public static class TextureExtensions 6 | { 7 | public static bool IsReadable(this Texture2D texture) 8 | { 9 | if (texture == null) 10 | { 11 | return false; 12 | } 13 | try 14 | { 15 | texture.GetPixel(0, 0); 16 | return true; 17 | } 18 | catch (UnityException) 19 | { 20 | return false; 21 | } 22 | } 23 | } 24 | } 25 | 26 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentCubemap.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentCubemap : Battlehub.RTSaveLoad.PersistentObjects.PersistentTexture 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentAssetBundle.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentAssetBundle : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentAudioClip.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentAudioClip : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentFixedJoint.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentFixedJoint : Battlehub.RTSaveLoad.PersistentObjects.PersistentJoint 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentGUILayer.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentGUILayer : Battlehub.RTSaveLoad.PersistentObjects.PersistentBehaviour 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentLightProbes.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentLightProbes : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentOutline.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.UI 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentOutline : Battlehub.RTSaveLoad.PersistentObjects.UI.PersistentShadow 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentTextAsset.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentTextAsset : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentTexture3D.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentTexture3D : Battlehub.RTSaveLoad.PersistentObjects.PersistentTexture 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentComputeShader.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentComputeShader : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentCubemapArray.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentCubemapArray : Battlehub.RTSaveLoad.PersistentObjects.PersistentTexture 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentFlareLayer.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentFlareLayer : Battlehub.RTSaveLoad.PersistentObjects.PersistentBehaviour 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentNavMeshData.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.AI 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentNavMeshData : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentSparseTexture.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentSparseTexture : Battlehub.RTSaveLoad.PersistentObjects.PersistentTexture 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentVideoClip.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.Video 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentVideoClip : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/UIControls/Scripts/RectTransformChangeListener.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.EventSystems; 3 | using UnityEngine.UI; 4 | 5 | namespace Battlehub.UIControls 6 | { 7 | public delegate void RectTransformChanged(); 8 | 9 | public class RectTransformChangeListener : UIBehaviour 10 | { 11 | public event RectTransformChanged RectTransformChanged; 12 | 13 | protected override void OnRectTransformDimensionsChange() 14 | { 15 | if(RectTransformChanged != null) 16 | { 17 | RectTransformChanged(); 18 | } 19 | } 20 | } 21 | 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentAudioBehaviour.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentAudioBehaviour : Battlehub.RTSaveLoad.PersistentObjects.PersistentBehaviour 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentLightmapSettings.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentLightmapSettings : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentQualitySettings.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentQualitySettings : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentRenderSettings.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentRenderSettings : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentTexture2DArray.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentTexture2DArray : Battlehub.RTSaveLoad.PersistentObjects.PersistentTexture 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentWorldAnchor.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.VR.WSA 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentWorldAnchor : Battlehub.RTSaveLoad.PersistentObjects.PersistentComponent 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentAudioMixerGroup.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.Audio 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentAudioMixerGroup : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentProceduralTexture.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentProceduralTexture : Battlehub.RTSaveLoad.PersistentObjects.PersistentTexture 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentAssetBundleManifest.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentAssetBundleManifest : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentAudioMixerSnapshot.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.Audio 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentAudioMixerSnapshot : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentGraphicsSettings.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.Rendering 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentGraphicsSettings : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentPositionAsUV1.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.UI 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentPositionAsUV1 : Battlehub.RTSaveLoad.PersistentObjects.UI.PersistentBaseMeshEffect 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentRectMask2D.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.UI 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentRectMask2D : Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentUIBehaviour 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentEventTrigger.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.EventSystems 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentEventTrigger : Battlehub.RTSaveLoad.PersistentObjects.PersistentMonoBehaviour 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentShaderVariantCollection.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentShaderVariantCollection : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentStateMachineBehaviour.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentStateMachineBehaviour : Battlehub.RTSaveLoad.PersistentObjects.PersistentScriptableObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/PropertyEditors/Expander.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Battlehub.RTEditor 5 | { 6 | public class Expander : MonoBehaviour 7 | { 8 | public GameObject Expanded; 9 | public GameObject Collapsed; 10 | 11 | private bool m_isExpanded; 12 | public bool IsExpanded 13 | { 14 | get { return m_isExpanded; } 15 | set 16 | { 17 | m_isExpanded = value; 18 | Expanded.SetActive(m_isExpanded); 19 | Collapsed.SetActive(!m_isExpanded); 20 | } 21 | } 22 | } 23 | 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentPhysics2DRaycaster.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.EventSystems 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentPhysics2DRaycaster : Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentPhysicsRaycaster 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentPlayerConnection.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.Networking.PlayerConnection 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentPlayerConnection : Battlehub.RTSaveLoad.PersistentObjects.PersistentScriptableObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentRenderPipelineAsset.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.Experimental.Rendering 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentRenderPipelineAsset : Battlehub.RTSaveLoad.PersistentObjects.PersistentScriptableObject 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentVerticalLayoutGroup.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.UI 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentVerticalLayoutGroup : Battlehub.RTSaveLoad.PersistentObjects.UI.PersistentHorizontalOrVerticalLayoutGroup 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentHorizontalLayoutGroup.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.UI 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentHorizontalLayoutGroup : Battlehub.RTSaveLoad.PersistentObjects.UI.PersistentHorizontalOrVerticalLayoutGroup 15 | { 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTCommon/Scripts/GLCamera.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.RTCommon 4 | { 5 | public enum RTLayer 6 | { 7 | None = 0, 8 | SceneView = 1 << 0, 9 | GameView = 1 << 1, 10 | Any = -1, 11 | } 12 | 13 | /// 14 | /// Camera behavior for GL. rendering 15 | /// 16 | [ExecuteInEditMode] 17 | public class GLCamera : MonoBehaviour 18 | { 19 | public int CullingMask = -1; 20 | 21 | private void OnPostRender() 22 | { 23 | if(GLRenderer.Instance != null) 24 | { 25 | GLRenderer.Instance.Draw(CullingMask); 26 | } 27 | } 28 | } 29 | } 30 | 31 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentMotion.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | [ProtoInclude(1107, typeof(Battlehub.RTSaveLoad.PersistentObjects.PersistentAnimationClip))] 13 | #endif 14 | [System.Serializable] 15 | public class PersistentMotion : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 16 | { 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/PropertyEditors/ArrayEditor.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | 4 | namespace Battlehub.RTEditor 5 | { 6 | public class ArrayEditor : IListEditor 7 | { 8 | protected override IList Resize(IList list, int size) 9 | { 10 | Array newArray = (Array)Activator.CreateInstance(MemberInfoType, size); 11 | Array arr = (Array)list; 12 | if (arr != null) 13 | { 14 | for (int i = 0; i < newArray.Length; ++i) 15 | { 16 | newArray.SetValue(arr.GetValue(Math.Min(i, arr.Length - 1)), i); 17 | } 18 | } 19 | return arr; 20 | } 21 | } 22 | } 23 | 24 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentPhysicsUpdateBehaviour2D.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | [ProtoInclude(1100, typeof(Battlehub.RTSaveLoad.PersistentObjects.PersistentConstantForce2D))] 13 | #endif 14 | [System.Serializable] 15 | public class PersistentPhysicsUpdateBehaviour2D : Battlehub.RTSaveLoad.PersistentObjects.PersistentBehaviour 16 | { 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Battlehub/UIControls/Demo/Scripts/Rotation.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Battlehub.UIControls 5 | { 6 | public class Rotation : MonoBehaviour 7 | { 8 | private Vector3 m_rand; 9 | private float m_prevT; 10 | 11 | private void Start() 12 | { 13 | m_rand = Random.onUnitSphere; 14 | } 15 | 16 | private void Update() 17 | { 18 | if (Time.time - m_prevT > 10.0f) 19 | { 20 | m_rand = Random.onUnitSphere; 21 | m_prevT = Time.time; 22 | } 23 | 24 | transform.rotation *= Quaternion.AngleAxis(4 * Mathf.PI * Time.deltaTime, m_rand); 25 | } 26 | } 27 | } 28 | 29 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/EditorsMapStorage.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.RTEditor 4 | { 5 | public class EditorsMapStorage : MonoBehaviour 6 | { 7 | public const string EditorsMapPrefabName = "Battlehub_EditorsMap"; 8 | [HideInInspector] 9 | public GameObject[] Editors; 10 | 11 | [HideInInspector] 12 | public bool IsDefaultMaterialEditorEnabled; 13 | [HideInInspector] 14 | public GameObject DefaultMaterialEditor; 15 | [HideInInspector] 16 | public Shader[] Shaders; 17 | // [HideInInspector] 18 | public GameObject[] MaterialEditors; 19 | // [HideInInspector] 20 | public bool[] IsMaterialEditorEnabled; 21 | 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentRuntimeAnimatorController.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | [ProtoInclude(1106, typeof(Battlehub.RTSaveLoad.PersistentObjects.PersistentAnimatorOverrideController))] 13 | #endif 14 | [System.Serializable] 15 | public class PersistentRuntimeAnimatorController : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 16 | { 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Implementation/AssetBundlesCreator.cs: -------------------------------------------------------------------------------- 1 | #if UNITY_EDITOR 2 | using UnityEditor; 3 | #endif 4 | 5 | namespace Battlehub.RTSaveLoad 6 | { 7 | 8 | public class CreateAssetBundles 9 | { 10 | #if UNITY_EDITOR 11 | [MenuItem("Assets/Build AssetBundles")] 12 | #endif 13 | public static void BuildAllAssetBundles() 14 | { 15 | #if UNITY_EDITOR 16 | if(!AssetDatabase.IsValidFolder("Assets/StreamingAssets")) 17 | { 18 | AssetDatabase.CreateFolder("Assets", "StreamingAssets"); 19 | } 20 | 21 | BuildPipeline.BuildAssetBundles("Assets/StreamingAssets", BuildAssetBundleOptions.None , EditorUserBuildSettings.activeBuildTarget); 22 | #endif 23 | } 24 | } 25 | 26 | 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Implementation/ResourceGroup.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using Battlehub.Utils; 4 | 5 | namespace Battlehub.RTSaveLoad 6 | { 7 | [System.Serializable] 8 | public struct ObjectToID 9 | { 10 | [HideInInspector] 11 | public string Name; 12 | public Object Object; 13 | [ReadOnly] 14 | public int Id; 15 | 16 | public ObjectToID(Object obj, int id) 17 | { 18 | Name = obj.name; 19 | Object = obj; 20 | Id = id; 21 | } 22 | } 23 | 24 | public class ResourceGroup : MonoBehaviour 25 | { 26 | [ReadOnly] 27 | public string Guid; 28 | public ObjectToID[] Mapping; 29 | 30 | 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentBaseInputModule.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.EventSystems 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | [ProtoInclude(1124, typeof(Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentPointerInputModule))] 13 | #endif 14 | [System.Serializable] 15 | public class PersistentBaseInputModule : Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentUIBehaviour 16 | { 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentPointerInputModule.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.EventSystems 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | [ProtoInclude(1125, typeof(Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentStandaloneInputModule))] 13 | #endif 14 | [System.Serializable] 15 | public class PersistentPointerInputModule : Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentBaseInputModule 16 | { 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Battlehub/UIControls/Scripts/ListBoxItem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine.UI; 2 | 3 | namespace Battlehub.UIControls 4 | { 5 | public class ListBoxItem : ItemContainer 6 | { 7 | private Toggle m_toggle; 8 | public override bool IsSelected 9 | { 10 | get { return base.IsSelected; } 11 | set 12 | { 13 | if (base.IsSelected != value) 14 | { 15 | m_toggle.isOn = value; 16 | base.IsSelected = value; 17 | } 18 | } 19 | } 20 | 21 | protected override void AwakeOverride() 22 | { 23 | m_toggle = GetComponent(); 24 | m_toggle.interactable = false; 25 | m_toggle.isOn = IsSelected; 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentGUIElement.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | //[ProtoInclude(1067, typeof(Battlehub.RTSaveLoad.PersistentObjects.PersistentGUITexture))] 13 | //[ProtoInclude(1068, typeof(Battlehub.RTSaveLoad.PersistentObjects.PersistentGUIText))] 14 | #endif 15 | [System.Serializable] 16 | public class PersistentGUIElement : Battlehub.RTSaveLoad.PersistentObjects.PersistentBehaviour 17 | { 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Battlehub/ObjectToTexture/Scripts/Editor/ObjectToTextureEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | using System.Collections; 4 | using UnityEditor; 5 | 6 | namespace Battlehub.Utils 7 | { 8 | /// 9 | /// http://crappycoding.com/2014/12/create-gameobject-image-using-render-textures/ 10 | /// 11 | [CustomEditor(typeof(ObjectToTexture))] 12 | public class ObjectImageEditor : Editor 13 | { 14 | public override void OnInspectorGUI() 15 | { 16 | ObjectToTexture t = (ObjectToTexture)target; 17 | t.objectImageLayer = EditorGUILayout.LayerField("Object Image Layer", t.objectImageLayer); 18 | 19 | if (GUI.changed) 20 | EditorUtility.SetDirty(target); 21 | 22 | DrawDefaultInspector(); 23 | } 24 | 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_EnablePCM: 1 18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 19 | m_AutoSimulation: 1 20 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/PropertyEditors/SliderOverride.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Events; 3 | using UnityEngine.EventSystems; 4 | using UnityEngine.UI; 5 | 6 | namespace Battlehub.RTEditor 7 | { 8 | public class SliderOverride : Slider 9 | { 10 | public UnityEvent onEndEdit; 11 | 12 | private bool m_drag; 13 | 14 | public override void OnDrag(PointerEventData eventData) 15 | { 16 | m_drag = true; 17 | base.OnDrag(eventData); 18 | } 19 | 20 | public override void OnPointerUp(PointerEventData eventData) 21 | { 22 | base.OnPointerUp(eventData); 23 | if(m_drag) 24 | { 25 | onEndEdit.Invoke(); 26 | m_drag = false; 27 | } 28 | } 29 | } 30 | 31 | } 32 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentBaseMeshEffect.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.UI 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | [ProtoInclude(1134, typeof(Battlehub.RTSaveLoad.PersistentObjects.UI.PersistentPositionAsUV1))] 13 | [ProtoInclude(1135, typeof(Battlehub.RTSaveLoad.PersistentObjects.UI.PersistentShadow))] 14 | #endif 15 | [System.Serializable] 16 | public class PersistentBaseMeshEffect : Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentUIBehaviour 17 | { 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/ShaderInfo/Resources/rt_shader_Skybox__6 Sided_8589934912.txt: -------------------------------------------------------------------------------- 1 | {"dummy":0,"Name":"Skybox/6 Sided","InstanceId":8589934912,"PropertyCount":9,"PropertyDescriptions":["Tint Color","Exposure","Rotation","Front [+Z] (HDR)","Back [-Z] (HDR)","Left [+X] (HDR)","Right [-X] (HDR)","Up [+Y] (HDR)","Down [-Y] (HDR)"],"PropertyNames":["_Tint","_Exposure","_Rotation","_FrontTex","_BackTex","_LeftTex","_RightTex","_UpTex","_DownTex"],"PropertyTypes":[0,3,3,4,4,4,4,4,4],"PropertyRangeLimits":[{"Def":0.5,"Min":0.5,"Max":0.5},{"Def":1.0,"Min":0.0,"Max":8.0},{"Def":0.0,"Min":0.0,"Max":360.0},{"Def":0.0,"Min":0.0,"Max":0.0},{"Def":0.0,"Min":0.0,"Max":0.0},{"Def":0.0,"Min":0.0,"Max":0.0},{"Def":0.0,"Min":0.0,"Max":0.0},{"Def":0.0,"Min":0.0,"Max":0.0},{"Def":0.0,"Min":0.0,"Max":0.0}],"PropertyTexDims":[1,1,1,2,2,2,2,2,2],"IsHidden":[false,false,false,false,false,false,false,false,false]} -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentBaseRaycaster.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.EventSystems 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | [ProtoInclude(1126, typeof(Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentPhysicsRaycaster))] 13 | [ProtoInclude(1127, typeof(Battlehub.RTSaveLoad.PersistentObjects.UI.PersistentGraphicRaycaster))] 14 | #endif 15 | [System.Serializable] 16 | public class PersistentBaseRaycaster : Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentUIBehaviour 17 | { 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Battlehub/UIControls/Scripts/VirtualizingTreeView/VirtualizingListBoxItem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine.UI; 2 | 3 | namespace Battlehub.UIControls 4 | { 5 | public class VirtualizingListBoxItem : VirtualizingItemContainer 6 | { 7 | private Toggle m_toggle; 8 | public override bool IsSelected 9 | { 10 | get { return base.IsSelected; } 11 | set 12 | { 13 | if (base.IsSelected != value) 14 | { 15 | m_toggle.isOn = value; 16 | base.IsSelected = value; 17 | } 18 | } 19 | } 20 | 21 | protected override void AwakeOverride() 22 | { 23 | m_toggle = GetComponent(); 24 | m_toggle.interactable = false; 25 | m_toggle.isOn = IsSelected; 26 | } 27 | } 28 | } 29 | 30 | -------------------------------------------------------------------------------- /Assets/StreamingAssets/mymod.manifest: -------------------------------------------------------------------------------- 1 | ManifestFileVersion: 0 2 | CRC: 1645563209 3 | Hashes: 4 | AssetFileHash: 5 | serializedVersion: 2 6 | Hash: b94b0e065ffa47f45fff809d95a95ed2 7 | TypeTreeHash: 8 | serializedVersion: 2 9 | Hash: a98348999420ce9a36b92fe2d6aff9fa 10 | HashAppended: 0 11 | ClassTypes: 12 | - Class: 1 13 | Script: {instanceID: 0} 14 | - Class: 4 15 | Script: {instanceID: 0} 16 | - Class: 21 17 | Script: {instanceID: 0} 18 | - Class: 23 19 | Script: {instanceID: 0} 20 | - Class: 28 21 | Script: {instanceID: 0} 22 | - Class: 33 23 | Script: {instanceID: 0} 24 | - Class: 43 25 | Script: {instanceID: 0} 26 | - Class: 48 27 | Script: {instanceID: 0} 28 | - Class: 64 29 | Script: {instanceID: 0} 30 | Assets: 31 | - Assets/Bus/bus_mod.prefab 32 | - Assets/Bus/bus_mod.fbx 33 | - Assets/Bus/bus_mod.tga 34 | - Assets/Bus/bus_mod.mat 35 | Dependencies: [] 36 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Implementation/BundleResourceMap.cs: -------------------------------------------------------------------------------- 1 | using Battlehub.Utils; 2 | using UnityEngine; 3 | 4 | namespace Battlehub.RTSaveLoad 5 | { 6 | [ExecuteInEditMode] 7 | public class BundleResourceMap : MonoBehaviour 8 | { 9 | [ReadOnly] 10 | public string BundleName; 11 | [ReadOnly] 12 | public string VariantName; 13 | 14 | [SerializeField] 15 | [ReadOnly] 16 | private string m_guid; 17 | 18 | public string Guid 19 | { 20 | get { return m_guid; } 21 | } 22 | 23 | private void Awake() 24 | { 25 | if (!Application.isPlaying) 26 | { 27 | if (string.IsNullOrEmpty(m_guid)) 28 | { 29 | m_guid = System.Guid.NewGuid().ToString(); 30 | } 31 | } 32 | } 33 | } 34 | } 35 | 36 | -------------------------------------------------------------------------------- /Assets/Battlehub/Utils/Editor/ReadonlyPropertyDrawer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | namespace Battlehub.Utils 6 | { 7 | [CustomPropertyDrawer(typeof(ReadOnlyAttribute))] 8 | public class ReadOnlyDrawer : PropertyDrawer 9 | { 10 | public override float GetPropertyHeight(SerializedProperty property, 11 | GUIContent label) 12 | { 13 | return EditorGUI.GetPropertyHeight(property, label, true); 14 | } 15 | 16 | public override void OnGUI(Rect position, 17 | SerializedProperty property, 18 | GUIContent label) 19 | { 20 | GUI.enabled = false; 21 | EditorGUI.PropertyField(position, property, label, true); 22 | GUI.enabled = true; 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/PersistentClasses/UnityEngine_Battlehub_SL2_PersistentVector3.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using Battlehub.RTSaveLoad2; 4 | using UnityEngine; 5 | using UnityEngine.Battlehub.SL2; 6 | 7 | using UnityObject = UnityEngine.Object; 8 | namespace UnityEngine.Battlehub.SL2 9 | { 10 | [ProtoContract(AsReferenceDefault = true)] 11 | public class PersistentVector3 : PersistentSurrogate 12 | { 13 | 14 | public static implicit operator Vector3(PersistentVector3 surrogate) 15 | { 16 | return (Vector3)surrogate.WriteTo(new Vector3()); 17 | } 18 | 19 | public static implicit operator PersistentVector3(Vector3 obj) 20 | { 21 | PersistentVector3 surrogate = new PersistentVector3(); 22 | surrogate.ReadFrom(obj); 23 | return surrogate; 24 | } 25 | } 26 | } 27 | 28 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/PersistentClasses/UnityEngine_Battlehub_SL2_PersistentRenderer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using Battlehub.RTSaveLoad2; 4 | using UnityEngine; 5 | using UnityEngine.Battlehub.SL2; 6 | 7 | using UnityObject = UnityEngine.Object; 8 | namespace UnityEngine.Battlehub.SL2 9 | { 10 | [ProtoContract(AsReferenceDefault = true)] 11 | public class PersistentRenderer : PersistentObject 12 | { 13 | 14 | public static implicit operator Renderer(PersistentRenderer surrogate) 15 | { 16 | return (Renderer)surrogate.WriteTo(new Renderer()); 17 | } 18 | 19 | public static implicit operator PersistentRenderer(Renderer obj) 20 | { 21 | PersistentRenderer surrogate = new PersistentRenderer(); 22 | surrogate.ReadFrom(obj); 23 | return surrogate; 24 | } 25 | } 26 | } 27 | 28 | -------------------------------------------------------------------------------- /Assets/Battlehub/Utils/CursorHelper.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Battlehub.Utils 5 | { 6 | public static class CursorHelper 7 | { 8 | private static object m_locker; 9 | 10 | public static void SetCursor(object locker, Texture2D texture, Vector2 hotspot, CursorMode mode) 11 | { 12 | 13 | if (m_locker != null && m_locker != locker) 14 | { 15 | return; 16 | } 17 | m_locker = locker; 18 | Cursor.SetCursor(texture, hotspot, mode); 19 | } 20 | 21 | public static void ResetCursor(object locker) 22 | { 23 | if (m_locker != locker) 24 | { 25 | return; 26 | } 27 | 28 | m_locker = null; 29 | Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto); 30 | } 31 | 32 | } 33 | 34 | } 35 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts/TypeModelCreator.cs: -------------------------------------------------------------------------------- 1 | using ProtoBuf.Meta; 2 | 3 | namespace Battlehub.RTSaveLoad2 4 | { 5 | public static partial class TypeModelCreator 6 | { 7 | public static RuntimeTypeModel Create() 8 | { 9 | RuntimeTypeModel model = TypeModel.Create(); 10 | RegisterAutoTypes(model); 11 | RegisterUserDefinedTypes(model); 12 | return model; 13 | } 14 | 15 | static partial void RegisterAutoTypes(RuntimeTypeModel model); 16 | 17 | static partial void RegisterUserDefinedTypes(RuntimeTypeModel model); 18 | } 19 | 20 | //public static partial class TypeModelCreator 21 | //{ 22 | // static partial void RegisterAutoTypes(RuntimeTypeModel model) 23 | // { 24 | 25 | // // model.Add(typeof(TestData1), false). AddSubType(500, typeof(TestData2)).SetSurrogate() 26 | // } 27 | //} 28 | } 29 | 30 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 1 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/PersistentClasses/UnityEngine_Battlehub_SL2_PersistentMatrix4x4.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using Battlehub.RTSaveLoad2; 4 | using UnityEngine; 5 | using UnityEngine.Battlehub.SL2; 6 | 7 | using UnityObject = UnityEngine.Object; 8 | namespace UnityEngine.Battlehub.SL2 9 | { 10 | [ProtoContract(AsReferenceDefault = true)] 11 | public class PersistentMatrix4x4 : PersistentSurrogate 12 | { 13 | 14 | public static implicit operator Matrix4x4(PersistentMatrix4x4 surrogate) 15 | { 16 | return (Matrix4x4)surrogate.WriteTo(new Matrix4x4()); 17 | } 18 | 19 | public static implicit operator PersistentMatrix4x4(Matrix4x4 obj) 20 | { 21 | PersistentMatrix4x4 surrogate = new PersistentMatrix4x4(); 22 | surrogate.ReadFrom(obj); 23 | return surrogate; 24 | } 25 | } 26 | } 27 | 28 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/PersistentClasses/UnityEngine_Battlehub_SL2_PersistentGameObject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using Battlehub.RTSaveLoad2; 4 | using UnityEngine; 5 | using UnityEngine.Battlehub.SL2; 6 | 7 | using UnityObject = UnityEngine.Object; 8 | namespace UnityEngine.Battlehub.SL2 9 | { 10 | [ProtoContract(AsReferenceDefault = true)] 11 | public class PersistentGameObject : PersistentObject 12 | { 13 | 14 | public static implicit operator GameObject(PersistentGameObject surrogate) 15 | { 16 | return (GameObject)surrogate.WriteTo(new GameObject()); 17 | } 18 | 19 | public static implicit operator PersistentGameObject(GameObject obj) 20 | { 21 | PersistentGameObject surrogate = new PersistentGameObject(); 22 | surrogate.ReadFrom(obj); 23 | return surrogate; 24 | } 25 | } 26 | } 27 | 28 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Interface/AssetBundleLoader.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.RTSaveLoad 4 | { 5 | public delegate void AssetBundleEventHandler(string bundleName, AssetBundle bundle); 6 | public interface IAssetBundleLoader 7 | { 8 | void Load(string name, AssetBundleEventHandler callback); 9 | } 10 | 11 | public class AssetBundleLoader : IAssetBundleLoader 12 | { 13 | public void Load(string name, AssetBundleEventHandler callback) 14 | { 15 | if(!System.IO.File.Exists(Application.streamingAssetsPath + "/" + name)) 16 | { 17 | callback(name, null); 18 | return; 19 | } 20 | AssetBundle bundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/" + name); 21 | if(callback != null) 22 | { 23 | callback(name, bundle); 24 | } 25 | } 26 | } 27 | 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts/PersistentObject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using UnityEngine; 4 | using UnityObject = UnityEngine.Object; 5 | 6 | namespace Battlehub.RTSaveLoad2 7 | { 8 | 9 | [ProtoContract(AsReferenceDefault = true)] 10 | public class PersistentObject : PersistentSurrogate 11 | { 12 | [ProtoMember(1)] 13 | public string name; 14 | 15 | [ProtoMember(2)] 16 | public int hideFlags; 17 | 18 | public override void ReadFrom(object obj) 19 | { 20 | UnityObject uo = (UnityObject)obj; 21 | name = uo.name; 22 | hideFlags = (int)uo.hideFlags; 23 | } 24 | 25 | public override object WriteTo(object obj) 26 | { 27 | UnityObject uo = (UnityObject)obj; 28 | uo.name = name; 29 | uo.hideFlags = (HideFlags)hideFlags; 30 | return obj; 31 | } 32 | } 33 | 34 | } 35 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/PersistentClasses/UnityEngine_Battlehub_SL2_PersistentMeshRenderer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using Battlehub.RTSaveLoad2; 4 | using UnityEngine; 5 | using UnityEngine.Battlehub.SL2; 6 | 7 | using UnityObject = UnityEngine.Object; 8 | namespace UnityEngine.Battlehub.SL2 9 | { 10 | [ProtoContract(AsReferenceDefault = true)] 11 | public class PersistentMeshRenderer : PersistentRenderer 12 | { 13 | 14 | public static implicit operator MeshRenderer(PersistentMeshRenderer surrogate) 15 | { 16 | return (MeshRenderer)surrogate.WriteTo(new MeshRenderer()); 17 | } 18 | 19 | public static implicit operator PersistentMeshRenderer(MeshRenderer obj) 20 | { 21 | PersistentMeshRenderer surrogate = new PersistentMeshRenderer(); 22 | surrogate.ReadFrom(obj); 23 | return surrogate; 24 | } 25 | } 26 | } 27 | 28 | -------------------------------------------------------------------------------- /Assets/Battlehub/Utils/EditorStopwatch.cs: -------------------------------------------------------------------------------- 1 | #define ENABLE_STOPWATCH 2 | 3 | using UnityEngine; 4 | 5 | namespace Battlehub.Utils 6 | { 7 | public class EditorStopwatch 8 | { 9 | public static EditorStopwatch Main; 10 | 11 | static EditorStopwatch() 12 | { 13 | Main = new EditorStopwatch(); 14 | } 15 | 16 | #if UNITY_EDITOR && ENABLE_STOPWATCH 17 | private System.Diagnostics.Stopwatch m_stopwatch = new System.Diagnostics.Stopwatch(); 18 | #endif 19 | 20 | public void Start() 21 | { 22 | #if UNITY_EDITOR && ENABLE_STOPWATCH 23 | m_stopwatch.Reset(); 24 | m_stopwatch.Start(); 25 | #endif 26 | } 27 | 28 | public void Stop(string output) 29 | { 30 | #if UNITY_EDITOR && ENABLE_STOPWATCH 31 | m_stopwatch.Stop(); 32 | Debug.Log(m_stopwatch.ElapsedMilliseconds + " ms " + output); 33 | 34 | #endif 35 | } 36 | 37 | } 38 | } 39 | 40 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/PersistentClasses/UnityEngine_Battlehub_SL2_PersistentMaterial.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using Battlehub.RTSaveLoad2; 4 | using UnityEngine; 5 | using UnityEngine.Battlehub.SL2; 6 | 7 | using UnityObject = UnityEngine.Object; 8 | namespace UnityEngine.Battlehub.SL2 9 | { 10 | [ProtoContract(AsReferenceDefault = true)] 11 | public class PersistentMaterial : PersistentObject 12 | { 13 | [ProtoMember(257)] 14 | public Color color; 15 | 16 | public override void ReadFrom(object obj) 17 | { 18 | base.ReadFrom(obj); 19 | Material uo = (Material)obj; 20 | color = uo.color; 21 | } 22 | 23 | public override object WriteTo(object obj) 24 | { 25 | obj = base.WriteTo(obj); 26 | Material uo = (Material)obj; 27 | uo.color = color; 28 | return obj; 29 | } 30 | } 31 | } 32 | 33 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTGizmos/Scripts/DirectionalLightGizmo.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace Battlehub.RTGizmos 5 | { 6 | public class DirectionalLightGizmo : BaseGizmo 7 | { 8 | protected override Matrix4x4 HandlesTransform 9 | { 10 | get 11 | { 12 | return Target.localToWorldMatrix; 13 | } 14 | } 15 | 16 | protected override void DrawOverride() 17 | { 18 | base.DrawOverride(); 19 | if (Target == null) 20 | { 21 | return; 22 | } 23 | RuntimeGizmos.DrawDirectionalLight(Target.position, Target.rotation, Vector3.one, LineColor); 24 | 25 | } 26 | 27 | private void Reset() 28 | { 29 | LineColor = new Color(1, 1, 0.5f, 0.5f); 30 | HandlesColor = new Color(1, 1, 0.35f, 0.95f); 31 | SelectionColor = new Color(1.0f, 1.0f, 0, 1.0f); 32 | } 33 | } 34 | 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Editor/CodeGenTemplates/PersistentObjectTemplate.cs: -------------------------------------------------------------------------------- 1 | #if false 2 | using ProtoBuf; 3 | using UnityObject = UnityEngine.Object; 4 | namespace Battlehub.RTSaveLoad2 5 | { 6 | [ProtoContract] 7 | public class {0} : {1} 8 | { 9 | private static readonly int[] m_noDepenencies = new int[0]; 10 | public int[] Dependencies 11 | { 12 | get { return ; } 13 | } 14 | 15 | public virtual void ReadFrom(object obj) 16 | { 17 | UnityObject uo = (UnityObject)obj; 18 | name = uo.name; 19 | hideFlags = (int)uo.hideFlags; 20 | } 21 | 22 | public virtual void WriteTo(object obj) 23 | { 24 | UnityObject uo = (UnityObject)obj; 25 | 26 | } 27 | 28 | private static readonly object[] m_noDependencies = new object[0]; 29 | public virtual object[] FindDependecies(object obj) 30 | { 31 | return m_noDependencies; 32 | } 33 | } 34 | } 35 | #endif 36 | 37 | 38 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/PropertyEditors/BoolEditor.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.UI; 4 | 5 | namespace Battlehub.RTEditor 6 | { 7 | public class BoolEditor : PropertyEditor 8 | { 9 | [SerializeField] 10 | private Toggle m_input; 11 | 12 | protected override void AwakeOverride() 13 | { 14 | base.AwakeOverride(); 15 | m_input.onValueChanged.AddListener(OnValueChanged); 16 | } 17 | 18 | protected override void OnDestroyOverride() 19 | { 20 | base.OnDestroyOverride(); 21 | if (m_input != null) 22 | { 23 | m_input.onValueChanged.RemoveListener(OnValueChanged); 24 | } 25 | } 26 | 27 | protected override void SetInputField(bool value) 28 | { 29 | m_input.isOn = value; 30 | } 31 | 32 | private void OnValueChanged(bool value) 33 | { 34 | SetValue(value); 35 | EndEdit(); 36 | } 37 | } 38 | } 39 | 40 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentScriptableObject.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | [ProtoInclude(1000, typeof(Battlehub.RTSaveLoad.PersistentObjects.PersistentStateMachineBehaviour))] 13 | [ProtoInclude(1001, typeof(Battlehub.RTSaveLoad.PersistentObjects.PersistentGUISkin))] 14 | [ProtoInclude(1002, typeof(Battlehub.RTSaveLoad.PersistentObjects.Networking.PlayerConnection.PersistentPlayerConnection))] 15 | [ProtoInclude(1003, typeof(Battlehub.RTSaveLoad.PersistentObjects.Experimental.Rendering.PersistentRenderPipelineAsset))] 16 | #endif 17 | [System.Serializable] 18 | public class PersistentScriptableObject : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 19 | { 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/PropertyEditors/ListEditor.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | 4 | namespace Battlehub.RTEditor 5 | { 6 | public class ListEditor : IListEditor 7 | { 8 | public ListEditor() 9 | { 10 | 11 | } 12 | 13 | 14 | protected override IList Resize(IList list, int size) 15 | { 16 | int delta = size - list.Count; 17 | bool remove = delta < 0; 18 | 19 | IList newList = (IList)Activator.CreateInstance(MemberInfoType, list); 20 | 21 | Type elementType = MemberInfoType.GetGenericArguments()[0]; 22 | 23 | if (remove) 24 | { 25 | for(int i = 0; i < -delta; ++i) 26 | { 27 | newList.RemoveAt(newList.Count - 1); 28 | } 29 | } 30 | else 31 | { 32 | for(int i = 0; i < delta; ++i) 33 | { 34 | newList.Add(Reflection.GetDefault(elementType)); 35 | } 36 | } 37 | 38 | return newList; 39 | } 40 | } 41 | } 42 | 43 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/PropertyEditors/FloatValidator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | namespace Battlehub.RTEditor 5 | { 6 | public class FloatValidator : MonoBehaviour 7 | { 8 | private InputField m_inputField; 9 | 10 | private void Start() 11 | { 12 | m_inputField = GetComponent(); 13 | m_inputField.onValidateInput += OnValidateInput; 14 | } 15 | 16 | private void OnDestroy() 17 | { 18 | if(m_inputField != null) 19 | { 20 | m_inputField.onValidateInput -= OnValidateInput; 21 | } 22 | } 23 | 24 | private char OnValidateInput(string text, int charIndex, char addedChar) 25 | { 26 | if(char.IsDigit(addedChar)) 27 | { 28 | return addedChar; 29 | } 30 | 31 | char u = char.ToUpper(addedChar); 32 | if(u == 'E' || u == '.' || u == ',' || u == '+' || u == '-') 33 | { 34 | return addedChar; 35 | } 36 | 37 | return '\0'; 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTCommon/Scripts/GameCamera.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | namespace Battlehub.RTCommon 5 | { 6 | public delegate void GameCameraEvent(); 7 | 8 | public class GameCamera : MonoBehaviour 9 | { 10 | public static event GameCameraEvent Awaked; 11 | public static event GameCameraEvent Destroyed; 12 | public static event GameCameraEvent Enabled; 13 | public static event GameCameraEvent Disabled; 14 | 15 | private void Awake() 16 | { 17 | if(Awaked != null) 18 | { 19 | Awaked(); 20 | } 21 | } 22 | 23 | private void OnDestroy() 24 | { 25 | if(Destroyed != null) 26 | { 27 | Destroyed(); 28 | } 29 | } 30 | 31 | private void OnEnable() 32 | { 33 | if(Enabled != null) 34 | { 35 | Enabled(); 36 | } 37 | } 38 | 39 | private void OnDisable() 40 | { 41 | if(Disabled != null) 42 | { 43 | Disabled(); 44 | } 45 | } 46 | } 47 | 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/ComponentDescriptors/MeshFilterComponentDescriptor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Reflection; 3 | using System; 4 | using Battlehub.Utils; 5 | 6 | namespace Battlehub.RTEditor 7 | { 8 | public class MeshFilterComponentDescriptor : IComponentDescriptor 9 | { 10 | public string DisplayName 11 | { 12 | get { return ComponentType.Name; } 13 | } 14 | 15 | public Type ComponentType 16 | { 17 | get { return typeof(MeshFilter); } 18 | } 19 | 20 | public Type GizmoType 21 | { 22 | get { return null; } 23 | } 24 | 25 | public object CreateConverter(ComponentEditor editor) 26 | { 27 | return null; 28 | } 29 | 30 | public PropertyDescriptor[] GetProperties(ComponentEditor editor, object converter) 31 | { 32 | MemberInfo sharedMeshInfo = Strong.MemberInfo((MeshFilter x) => x.sharedMesh); 33 | return new[] 34 | { 35 | new PropertyDescriptor("Mesh", editor.Component, sharedMeshInfo, sharedMeshInfo) 36 | }; 37 | } 38 | } 39 | } 40 | 41 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Demo/BundledObject/NewSurfaceShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Battlehub/RTEditor/Demo/NewSurfaceShader" { 2 | Properties { 3 | _Color ("Color", Color) = (1,1,1,1) 4 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 5 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 6 | _Metallic ("Metallic", Range(0,1)) = 0.0 7 | } 8 | SubShader { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 200 11 | 12 | CGPROGRAM 13 | // Physically based Standard lighting model, and enable shadows on all light types 14 | #pragma surface surf Standard fullforwardshadows 15 | 16 | // Use shader model 3.0 target, to get nicer looking lighting 17 | #pragma target 3.0 18 | 19 | sampler2D _MainTex; 20 | 21 | struct Input { 22 | float2 uv_MainTex; 23 | }; 24 | 25 | half _Glossiness; 26 | half _Metallic; 27 | fixed4 _Color; 28 | 29 | void surf (Input IN, inout SurfaceOutputStandard o) { 30 | // Albedo comes from a texture tinted by color 31 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; 32 | o.Albedo = c.rgb; 33 | // Metallic and smoothness come from slider variables 34 | o.Metallic = _Metallic; 35 | o.Smoothness = _Glossiness; 36 | o.Alpha = c.a; 37 | } 38 | ENDCG 39 | } 40 | FallBack "Diffuse" 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Battlehub/Utils/BtnRepeat.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.EventSystems; 4 | using System; 5 | using UnityEngine.Events; 6 | 7 | namespace Battlehub.Utils 8 | { 9 | public class BtnRepeat : MonoBehaviour, IPointerDownHandler, IPointerUpHandler 10 | { 11 | public float Interval = 0.1f; 12 | private bool m_repeat; 13 | private float m_timeElapsed; 14 | 15 | public UnityEvent RepeatClick; 16 | 17 | void IPointerDownHandler.OnPointerDown(PointerEventData eventData) 18 | { 19 | m_timeElapsed = 0.0f; 20 | m_repeat = true; 21 | } 22 | 23 | void IPointerUpHandler.OnPointerUp(PointerEventData eventData) 24 | { 25 | m_timeElapsed = 0.0f; 26 | m_repeat = false; 27 | } 28 | 29 | private void Update() 30 | { 31 | if(!m_repeat) 32 | { 33 | return; 34 | } 35 | 36 | m_timeElapsed += Time.deltaTime; 37 | if(m_timeElapsed >= Interval) 38 | { 39 | RepeatClick.Invoke(); 40 | m_timeElapsed = 0; 41 | } 42 | } 43 | } 44 | 45 | } 46 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Implementation/PersistentObjects/PersistentTexture2D.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | 6 | /*To autogenerate PersistentTexture2D remove this file and run Tools->Runtime SaveLoad->Create Persistent Objects command*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentTexture2D : Battlehub.RTSaveLoad.PersistentObjects.PersistentTexture 15 | { 16 | 17 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 18 | { 19 | obj = base.WriteTo(obj, objects); 20 | if (obj == null) 21 | { 22 | return null; 23 | } 24 | UnityEngine.Texture2D o = (UnityEngine.Texture2D)obj; 25 | try 26 | { 27 | o.Resize(width, height); 28 | } 29 | catch 30 | { 31 | 32 | } 33 | 34 | return o; 35 | } 36 | } 37 | 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editor/RuntimeEditorEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | 3 | namespace Battlehub.RTEditor 4 | { 5 | [CustomEditor(typeof(RuntimeEditor))] 6 | public class RuntimeEditorEditor : Editor 7 | { 8 | public override void OnInspectorGUI() 9 | { 10 | base.OnInspectorGUI(); 11 | 12 | //RuntimeEditor rtEditor = (RuntimeEditor)target; 13 | 14 | //EditorGUI.BeginChangeCheck(); 15 | //bool isOn = EditorGUILayout.Toggle("IsOn", rtEditor.IsOn); 16 | //if (EditorGUI.EndChangeCheck()) 17 | //{ 18 | // Undo.RecordObject(rtEditor, "Battlehub.RTEditor.IsOn"); 19 | // EditorUtility.SetDirty(rtEditor); 20 | // rtEditor.IsOn = isOn; 21 | //} 22 | 23 | //EditorGUI.BeginChangeCheck(); 24 | //int layer = EditorGUILayout.LayerField("RaycastLayer", rtEditor.RaycastLayer); 25 | //if(EditorGUI.EndChangeCheck()) 26 | //{ 27 | // Undo.RecordObject(rtEditor, "Battlehub.RTEditor.RaycastLayer"); 28 | // EditorUtility.SetDirty(rtEditor); 29 | // rtEditor.RaycastLayer = layer; 30 | //} 31 | } 32 | 33 | } 34 | } 35 | 36 | -------------------------------------------------------------------------------- /Assets/Battlehub/Utils/Strong.cs: -------------------------------------------------------------------------------- 1 | using System.Reflection; 2 | using System.Linq.Expressions; 3 | using System; 4 | using System.Linq; 5 | 6 | namespace Battlehub.Utils 7 | { 8 | public class Strong 9 | { 10 | public static PropertyInfo PropertyInfo(Expression> expression) 11 | { 12 | return (PropertyInfo)MemberInfo(expression); 13 | } 14 | 15 | public static MemberInfo MemberInfo(Expression> expression) 16 | { 17 | var member = expression.Body as MemberExpression; 18 | if (member != null) 19 | return member.Member; 20 | 21 | throw new ArgumentException("Expression is not a member access", "expression"); 22 | } 23 | 24 | public static MethodInfo MethodInfo(Expression> expression) 25 | { 26 | var unaryExpression = (UnaryExpression)expression.Body; 27 | var methodCallExpression = (MethodCallExpression)unaryExpression.Operand; 28 | var methodInfoExpression = (ConstantExpression)methodCallExpression.Arguments.Last(); 29 | var methodInfo = (MethodInfo)methodInfoExpression.Value; 30 | return methodInfo; 31 | } 32 | } 33 | 34 | 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/PropertyEditors/Vector4Editor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.RTEditor 4 | { 5 | public class Vector4Editor : FourFloatEditor 6 | { 7 | protected override float GetW(Vector4 v) 8 | { 9 | return v.w; 10 | } 11 | 12 | protected override float GetX(Vector4 v) 13 | { 14 | return v.x; 15 | } 16 | 17 | protected override float GetY(Vector4 v) 18 | { 19 | return v.y; 20 | } 21 | 22 | protected override float GetZ(Vector4 v) 23 | { 24 | return v.z; 25 | } 26 | 27 | protected override Vector4 SetW(Vector4 v, float w) 28 | { 29 | v.w = w; 30 | return v; 31 | } 32 | 33 | protected override Vector4 SetX(Vector4 v, float x) 34 | { 35 | v.x = x; 36 | return v; 37 | } 38 | 39 | protected override Vector4 SetY(Vector4 v, float y) 40 | { 41 | v.y = y; 42 | return v; 43 | } 44 | 45 | protected override Vector4 SetZ(Vector4 v, float z) 46 | { 47 | v.z = z; 48 | return v; 49 | } 50 | } 51 | } 52 | 53 | -------------------------------------------------------------------------------- /Assets/Battlehub/UIControls/Scripts/Editor/VirtualizingScrollRectEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | namespace Battlehub.UIControls 5 | { 6 | [CustomEditor(typeof(VirtualizingScrollRect), true)] 7 | public class VirtualizingScrollRectEditor : UnityEditor.UI.ScrollRectEditor 8 | { 9 | private SerializedProperty m_virtualContentProp; 10 | private SerializedProperty m_containerPrefabProp; 11 | private SerializedProperty m_modeProp; 12 | protected override void OnEnable() 13 | { 14 | base.OnEnable(); 15 | m_virtualContentProp = serializedObject.FindProperty("m_virtualContent"); 16 | m_containerPrefabProp = serializedObject.FindProperty("ContainerPrefab"); 17 | m_modeProp = serializedObject.FindProperty("m_mode"); 18 | } 19 | public override void OnInspectorGUI() 20 | { 21 | serializedObject.Update(); 22 | EditorGUILayout.PropertyField(m_virtualContentProp); 23 | EditorGUILayout.PropertyField(m_containerPrefabProp); 24 | EditorGUILayout.PropertyField(m_modeProp); 25 | serializedObject.ApplyModifiedProperties(); 26 | base.OnInspectorGUI(); 27 | } 28 | 29 | } 30 | 31 | } 32 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/PropertyEditors/QuaternionEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.RTEditor 4 | { 5 | public class QuaternionEditor : FourFloatEditor 6 | { 7 | protected override float GetW(Quaternion v) 8 | { 9 | return v.w; 10 | } 11 | 12 | protected override float GetX(Quaternion v) 13 | { 14 | return v.x; 15 | } 16 | 17 | protected override float GetY(Quaternion v) 18 | { 19 | return v.y; 20 | } 21 | 22 | protected override float GetZ(Quaternion v) 23 | { 24 | return v.z; 25 | } 26 | 27 | protected override Quaternion SetW(Quaternion v, float w) 28 | { 29 | v.w = w; 30 | return v; 31 | } 32 | 33 | protected override Quaternion SetX(Quaternion v, float x) 34 | { 35 | v.x = x; 36 | return v; 37 | } 38 | 39 | protected override Quaternion SetY(Quaternion v, float y) 40 | { 41 | v.y = y; 42 | return v; 43 | } 44 | 45 | protected override Quaternion SetZ(Quaternion v, float z) 46 | { 47 | v.z = z; 48 | return v; 49 | } 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/PersistentClasses/UnityEngine_Battlehub_SL2_PersistentMesh.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using Battlehub.RTSaveLoad2; 4 | using UnityEngine; 5 | using UnityEngine.Battlehub.SL2; 6 | 7 | using UnityObject = UnityEngine.Object; 8 | namespace UnityEngine.Battlehub.SL2 9 | { 10 | [ProtoContract(AsReferenceDefault = true)] 11 | public class PersistentMesh : PersistentObject 12 | { 13 | [ProtoMember(263)] 14 | public Vector3[] normals; 15 | 16 | public override void ReadFrom(object obj) 17 | { 18 | base.ReadFrom(obj); 19 | Mesh uo = (Mesh)obj; 20 | normals = uo.normals; 21 | } 22 | 23 | public override object WriteTo(object obj) 24 | { 25 | obj = base.WriteTo(obj); 26 | Mesh uo = (Mesh)obj; 27 | uo.normals = normals; 28 | return obj; 29 | } 30 | 31 | public static implicit operator Mesh(PersistentMesh surrogate) 32 | { 33 | return (Mesh)surrogate.WriteTo(new Mesh()); 34 | } 35 | 36 | public static implicit operator PersistentMesh(Mesh obj) 37 | { 38 | PersistentMesh surrogate = new PersistentMesh(); 39 | surrogate.ReadFrom(obj); 40 | return surrogate; 41 | } 42 | } 43 | } 44 | 45 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTHandles/Demo/Scripts/EditorHint.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | namespace Battlehub.RTHandles 5 | { 6 | public class EditorHint : MonoBehaviour 7 | { 8 | [SerializeField] 9 | private EditorDemo EditorDemo; 10 | 11 | // Use this for initialization 12 | private void Start() 13 | { 14 | string vertexSnap = string.Empty; 15 | 16 | Text text = GetComponent(); 17 | text.text = "Right / Mid Mouse Button or Arrows - scene navigation\n" + 18 | "Mouse Wheel - zoom\n" + 19 | EditorDemo.FocusKey + " - focus \n" + 20 | vertexSnap + 21 | EditorDemo.ModifierKey + " + " + EditorDemo.SnapToGridKey + " - snap to grid \n" + 22 | EditorDemo.ModifierKey + " + " + EditorDemo.DuplicateKey + " - duplicate object" + 23 | EditorDemo.DeleteKey + " - delete object \n" + 24 | EditorDemo.ModifierKey + " + " + EditorDemo.EnterPlayModeKey + " - toggle playmode \n" + 25 | "Q W E R - select handle \n" + //hardcoded in SelectionController 26 | "X - toggle coordinate system \n" + //hardcoded in SelectionController 27 | "To create prefab click corresponding button"; 28 | 29 | } 30 | } 31 | 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTCommon/Scripts/DragDrop.cs: -------------------------------------------------------------------------------- 1 | namespace Battlehub.RTCommon 2 | { 3 | 4 | public delegate void BeginDragEventHandler(); 5 | public delegate void DropEventHandler(); 6 | 7 | public static class DragDrop 8 | { 9 | public static event BeginDragEventHandler BeginDrag; 10 | public static event DropEventHandler Drop; 11 | 12 | public static UnityEngine.Object[] DragItems 13 | { 14 | get; 15 | private set; 16 | } 17 | 18 | public static void Reset() 19 | { 20 | DragItems = null; 21 | } 22 | 23 | public static UnityEngine.Object DragItem 24 | { 25 | get 26 | { 27 | if (DragItems == null || DragItems.Length == 0) 28 | { 29 | return null; 30 | } 31 | 32 | return DragItems[0]; 33 | } 34 | } 35 | 36 | 37 | public static void RaiseBeginDrag(UnityEngine.Object[] dragItems) 38 | { 39 | DragItems = dragItems; 40 | 41 | if (BeginDrag != null) 42 | { 43 | BeginDrag(); 44 | } 45 | } 46 | 47 | public static void RaiseDrop() 48 | { 49 | if(Drop != null) 50 | { 51 | Drop(); 52 | } 53 | DragItems = null; 54 | } 55 | } 56 | 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Demo/BundledObject/PBR/pbr.manifest: -------------------------------------------------------------------------------- 1 | ManifestFileVersion: 0 2 | CRC: 900429248 3 | Hashes: 4 | AssetFileHash: 5 | serializedVersion: 2 6 | Hash: 0ea6b5e21ef0a360dbd5abeea8b10beb 7 | TypeTreeHash: 8 | serializedVersion: 2 9 | Hash: 61034d8db63b99ac9f5f53a55809b2c3 10 | HashAppended: 0 11 | ClassTypes: 12 | - Class: 1 13 | Script: {instanceID: 0} 14 | - Class: 4 15 | Script: {instanceID: 0} 16 | - Class: 21 17 | Script: {instanceID: 0} 18 | - Class: 23 19 | Script: {instanceID: 0} 20 | - Class: 33 21 | Script: {instanceID: 0} 22 | - Class: 43 23 | Script: {instanceID: 0} 24 | - Class: 48 25 | Script: {instanceID: 0} 26 | - Class: 65 27 | Script: {instanceID: 0} 28 | - Class: 114 29 | Script: {fileID: 11500000, guid: 952abdc1f8989ba4d8f29ed5c1958e4b, type: 3} 30 | - Class: 114 31 | Script: {fileID: 11500000, guid: 17704c156e256dc419f9b73503f08b37, type: 3} 32 | - Class: 115 33 | Script: {instanceID: 0} 34 | - Class: 135 35 | Script: {instanceID: 0} 36 | - Class: 184 37 | Script: {instanceID: 0} 38 | - Class: 185 39 | Script: {instanceID: 0} 40 | - Class: 186 41 | Script: {instanceID: 0} 42 | Assets: 43 | - Assets/Ev4D/Materials/Crocodile_Skin.sbsar 44 | - Assets/Ev4D/Materials/bricks_032.sbsar 45 | - Assets/Battlehub/RTSaveLoad/ResourceMaps/ResourceMap_pbr__462eb27e-b825-43ea-958f-58d33108b391.prefab 46 | - Assets/Ev4D/Prefabs/Sphere.prefab 47 | - Assets/Ev4D/Prefabs/Cube.prefab 48 | Dependencies: [] 49 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTHandles/Demo/Scripts/GameFerry.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Battlehub.Cubeman; 3 | 4 | namespace Battlehub.RTHandles 5 | { 6 | public class GameFerry : MonoBehaviour 7 | { 8 | private FixedJoint m_joint; 9 | private Rigidbody m_rig; 10 | 11 | private void Start() 12 | { 13 | m_joint = gameObject.AddComponent(); 14 | } 15 | 16 | private void OnTriggerEnter(Collider c) 17 | { 18 | if(!c.GetComponent()) 19 | { 20 | return; 21 | } 22 | 23 | Rigidbody rig = c.GetComponent(); 24 | m_rig = rig; 25 | } 26 | 27 | private void OnTriggerExit(Collider c) 28 | { 29 | if (!c.GetComponent()) 30 | { 31 | return; 32 | } 33 | 34 | m_rig = null; 35 | } 36 | 37 | public void Lock() 38 | { 39 | if(!m_joint) 40 | { 41 | m_joint = gameObject.AddComponent(); 42 | } 43 | 44 | m_joint.connectedBody = m_rig; 45 | m_joint.breakForce = float.PositiveInfinity; 46 | } 47 | 48 | public void Unlock() 49 | { 50 | if(m_joint) 51 | { 52 | m_joint.breakForce = 0.0001f; 53 | } 54 | } 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTEditor/Scripts/Editors/PropertyEditors/StringEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | namespace Battlehub.RTEditor 5 | { 6 | public class StringEditor : PropertyEditor 7 | { 8 | [SerializeField] 9 | protected InputField m_input; 10 | 11 | protected override void AwakeOverride() 12 | { 13 | base.AwakeOverride(); 14 | m_input.onValueChanged.AddListener(OnValueChanged); 15 | m_input.onEndEdit.AddListener(OnEndEdit); 16 | } 17 | 18 | protected override void OnDestroyOverride() 19 | { 20 | base.OnDestroyOverride(); 21 | if (m_input != null) 22 | { 23 | m_input.onValueChanged.RemoveListener(OnValueChanged); 24 | m_input.onEndEdit.RemoveListener(OnEndEdit); 25 | } 26 | } 27 | 28 | protected override void SetInputField(string value) 29 | { 30 | m_input.text = value; 31 | } 32 | 33 | protected virtual void OnValueChanged(string value) 34 | { 35 | SetValue(value); 36 | } 37 | 38 | protected virtual void OnEndEdit(string value) 39 | { 40 | m_input.text = GetValue(); 41 | 42 | EndEdit(); 43 | } 44 | 45 | protected virtual void OnEndDrag() 46 | { 47 | EndEdit(); 48 | } 49 | } 50 | 51 | 52 | } 53 | -------------------------------------------------------------------------------- /RuntimeEditor_2018.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 2015 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RuntimeEditor_2018", "RuntimeEditor_2018.csproj", "{A611FDAD-A050-52A5-4B3B-59FD27E26062}" 5 | EndProject 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RuntimeEditor_2018.Editor", "RuntimeEditor_2018.Editor.csproj", "{BDF4F942-82A5-9197-2287-15ECF8374330}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {A611FDAD-A050-52A5-4B3B-59FD27E26062}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {A611FDAD-A050-52A5-4B3B-59FD27E26062}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {A611FDAD-A050-52A5-4B3B-59FD27E26062}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {A611FDAD-A050-52A5-4B3B-59FD27E26062}.Release|Any CPU.Build.0 = Release|Any CPU 18 | {BDF4F942-82A5-9197-2287-15ECF8374330}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 19 | {BDF4F942-82A5-9197-2287-15ECF8374330}.Debug|Any CPU.Build.0 = Debug|Any CPU 20 | {BDF4F942-82A5-9197-2287-15ECF8374330}.Release|Any CPU.ActiveCfg = Release|Any CPU 21 | {BDF4F942-82A5-9197-2287-15ECF8374330}.Release|Any CPU.Build.0 = Release|Any CPU 22 | EndGlobalSection 23 | GlobalSection(SolutionProperties) = preSolution 24 | HideSolutionNode = FALSE 25 | EndGlobalSection 26 | EndGlobal 27 | -------------------------------------------------------------------------------- /Unity_RuntimeEditor.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 2015 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity_RuntimeEditor", "Unity_RuntimeEditor.csproj", "{50328339-1E9B-7E3D-F605-8810123E718D}" 5 | EndProject 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity_RuntimeEditor.Editor", "Unity_RuntimeEditor.Editor.csproj", "{08CBCB14-D812-326C-2EB7-B3D1EE73624C}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {50328339-1E9B-7E3D-F605-8810123E718D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {50328339-1E9B-7E3D-F605-8810123E718D}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {50328339-1E9B-7E3D-F605-8810123E718D}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {50328339-1E9B-7E3D-F605-8810123E718D}.Release|Any CPU.Build.0 = Release|Any CPU 18 | {08CBCB14-D812-326C-2EB7-B3D1EE73624C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 19 | {08CBCB14-D812-326C-2EB7-B3D1EE73624C}.Debug|Any CPU.Build.0 = Debug|Any CPU 20 | {08CBCB14-D812-326C-2EB7-B3D1EE73624C}.Release|Any CPU.ActiveCfg = Release|Any CPU 21 | {08CBCB14-D812-326C-2EB7-B3D1EE73624C}.Release|Any CPU.Build.0 = Release|Any CPU 22 | EndGlobalSection 23 | GlobalSection(SolutionProperties) = preSolution 24 | HideSolutionNode = FALSE 25 | EndGlobalSection 26 | EndGlobal 27 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentShader.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentShader : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.Shader o = (UnityEngine.Shader)obj; 24 | o.maximumLOD = maximumLOD; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.Shader o = (UnityEngine.Shader)obj; 36 | maximumLOD = o.maximumLOD; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public int maximumLOD; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_AutoSimulation: 1 23 | m_QueriesHitTriggers: 1 24 | m_QueriesStartInColliders: 1 25 | m_ChangeStopsCallbacks: 0 26 | m_CallbacksOnDisable: 1 27 | m_AlwaysShowColliders: 0 28 | m_ShowColliderSleep: 1 29 | m_ShowColliderContacts: 0 30 | m_ShowColliderAABB: 0 31 | m_ContactArrowScale: 0.2 32 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 33 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 34 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 35 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 36 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 37 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTHandles/Shaders/Resources/VertexColorBillboard.shader: -------------------------------------------------------------------------------- 1 | Shader "Battlehub/RTHandles/VertexColorBillboard" 2 | { 3 | Properties{ 4 | } 5 | SubShader{ 6 | Cull Off 7 | ZTest Off 8 | ZWrite Off 9 | 10 | Tags{ "Queue" = "Geometry" "IgnoreProjector" = "True" "RenderType" = "Opaque" } 11 | Pass{ 12 | CGPROGRAM 13 | 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | struct vertexInput { 18 | float4 vertex : POSITION; 19 | float4 color: COLOR; 20 | }; 21 | struct vertexOutput { 22 | float4 pos : SV_POSITION; 23 | float4 color: COLOR; 24 | }; 25 | 26 | #include "UnityCG.cginc" 27 | inline float4 GammaToLinearSpace(float4 sRGB) 28 | { 29 | if (IsGammaSpace()) 30 | { 31 | return sRGB; 32 | } 33 | return sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h); 34 | } 35 | 36 | vertexOutput vert(vertexInput input) 37 | { 38 | vertexOutput output; 39 | float scaleX = length(mul(unity_ObjectToWorld, float4(1.0, 0.0, 0.0, 0.0))); 40 | float scaleY = length(mul(unity_ObjectToWorld, float4(0.0, 1.0, 0.0, 0.0))); 41 | output.pos = mul(UNITY_MATRIX_P, 42 | float4(UnityObjectToViewPos(float3(0.0, 0.0, 0.0)), 1.0) 43 | - float4(input.vertex.x * scaleX, input.vertex.y * scaleY, 0.0, 0.0)); 44 | output.color = GammaToLinearSpace(input.color); 45 | output.color.a = input.color.a; 46 | return output; 47 | } 48 | 49 | float4 frag(vertexOutput input) : COLOR 50 | { 51 | return input.color; 52 | } 53 | 54 | ENDCG 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentOcclusionPortal.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentOcclusionPortal : Battlehub.RTSaveLoad.PersistentObjects.PersistentComponent 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.OcclusionPortal o = (UnityEngine.OcclusionPortal)obj; 24 | o.open = open; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.OcclusionPortal o = (UnityEngine.OcclusionPortal)obj; 36 | open = o.open; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public bool open; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTHandles/Shaders/Resources/VertexColor.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Battlehub/RTHandles/VertexColor" { 4 | Properties 5 | { 6 | _ZWrite("ZWrite", Float) = 0.0 7 | _ZTest("ZTest", Float) = 0.0 8 | _Cull("Cull", Float) = 0.0 9 | } 10 | SubShader 11 | { 12 | 13 | Tags{ "Queue" = "Transparent+5" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 14 | Pass 15 | { 16 | Blend SrcAlpha OneMinusSrcAlpha 17 | Cull[_Cull] 18 | ZTest [_ZTest] 19 | ZWrite [_ZWrite] 20 | 21 | CGPROGRAM 22 | 23 | #include "UnityCG.cginc" 24 | #pragma vertex vert 25 | #pragma fragment frag 26 | 27 | struct vertexInput { 28 | float4 vertex : POSITION; 29 | float4 color: COLOR; 30 | }; 31 | struct vertexOutput { 32 | float4 pos : SV_POSITION; 33 | float4 color: COLOR; 34 | }; 35 | 36 | 37 | inline float4 GammaToLinearSpace(float4 sRGB) 38 | { 39 | if (IsGammaSpace()) 40 | { 41 | return sRGB; 42 | } 43 | return sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h); 44 | } 45 | 46 | vertexOutput vert(vertexInput input) 47 | { 48 | vertexOutput output; 49 | output.pos = UnityObjectToClipPos(input.vertex); 50 | output.color = GammaToLinearSpace(input.color); 51 | output.color.a = input.color.a; 52 | return output; 53 | } 54 | 55 | float4 frag(vertexOutput input) : COLOR 56 | { 57 | return input.color; 58 | } 59 | 60 | ENDCG 61 | } 62 | } 63 | } -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentAvatarMask.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentAvatarMask : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.AvatarMask o = (UnityEngine.AvatarMask)obj; 24 | o.transformCount = transformCount; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.AvatarMask o = (UnityEngine.AvatarMask)obj; 36 | transformCount = o.transformCount; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public int transformCount; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentCircleCollider2D.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentCircleCollider2D : Battlehub.RTSaveLoad.PersistentObjects.PersistentCollider2D 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.CircleCollider2D o = (UnityEngine.CircleCollider2D)obj; 24 | o.radius = radius; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.CircleCollider2D o = (UnityEngine.CircleCollider2D)obj; 36 | radius = o.radius; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public float radius; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentMask.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.UI 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentMask : Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentUIBehaviour 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.UI.Mask o = (UnityEngine.UI.Mask)obj; 24 | o.showMaskGraphic = showMaskGraphic; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.UI.Mask o = (UnityEngine.UI.Mask)obj; 36 | showMaskGraphic = o.showMaskGraphic; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public bool showMaskGraphic; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentToggleGroup.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.UI 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentToggleGroup : Battlehub.RTSaveLoad.PersistentObjects.EventSystems.PersistentUIBehaviour 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.UI.ToggleGroup o = (UnityEngine.UI.ToggleGroup)obj; 24 | o.allowSwitchOff = allowSwitchOff; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.UI.ToggleGroup o = (UnityEngine.UI.ToggleGroup)obj; 36 | allowSwitchOff = o.allowSwitchOff; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public bool allowSwitchOff; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentLightProbeGroup.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentLightProbeGroup : Battlehub.RTSaveLoad.PersistentObjects.PersistentBehaviour 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.LightProbeGroup o = (UnityEngine.LightProbeGroup)obj; 24 | o.probePositions = probePositions; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.LightProbeGroup o = (UnityEngine.LightProbeGroup)obj; 36 | probePositions = o.probePositions; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public UnityEngine.Vector3[] probePositions; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/ParticleSystem/PersistentCustomDataModule.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentCustomDataModule : Battlehub.RTSaveLoad.PersistentData 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.ParticleSystem.CustomDataModule o = (UnityEngine.ParticleSystem.CustomDataModule)obj; 24 | o.enabled = enabled; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.ParticleSystem.CustomDataModule o = (UnityEngine.ParticleSystem.CustomDataModule)obj; 36 | enabled = o.enabled; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public bool enabled; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/PersistentClasses/UnityEngine_Battlehub_SL2_PersistentObject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using Battlehub.RTSaveLoad2; 4 | using UnityEngine; 5 | using UnityEngine.Battlehub.SL2; 6 | using System; 7 | 8 | using UnityObject = UnityEngine.Object; 9 | namespace UnityEngine.Battlehub.SL2 10 | { 11 | [ProtoContract(AsReferenceDefault = true)] 12 | public class PersistentObject : PersistentSurrogate 13 | { 14 | [ProtoMember(256)] 15 | public string name; 16 | 17 | [ProtoMember(257)] 18 | public HideFlags hideFlags; 19 | 20 | public override void ReadFrom(object obj) 21 | { 22 | base.ReadFrom(obj); 23 | UnityObject uo = (UnityObject)obj; 24 | name = uo.name; 25 | hideFlags = uo.hideFlags; 26 | } 27 | 28 | public override object WriteTo(object obj) 29 | { 30 | obj = base.WriteTo(obj); 31 | UnityObject uo = (UnityObject)obj; 32 | uo.name = name; 33 | uo.hideFlags = hideFlags; 34 | return obj; 35 | } 36 | 37 | public static implicit operator UnityObject(PersistentObject surrogate) 38 | { 39 | return (UnityObject)surrogate.WriteTo(new UnityObject()); 40 | } 41 | 42 | public static implicit operator PersistentObject(UnityObject obj) 43 | { 44 | PersistentObject surrogate = new PersistentObject(); 45 | surrogate.ReadFrom(obj); 46 | return surrogate; 47 | } 48 | } 49 | } 50 | 51 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/ParticleSystem/PersistentSubEmittersModule.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentSubEmittersModule : Battlehub.RTSaveLoad.PersistentData 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.ParticleSystem.SubEmittersModule o = (UnityEngine.ParticleSystem.SubEmittersModule)obj; 24 | o.enabled = enabled; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.ParticleSystem.SubEmittersModule o = (UnityEngine.ParticleSystem.SubEmittersModule)obj; 36 | enabled = o.enabled; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public bool enabled; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTCommon/Shaders/Resources/Billboard.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' 2 | 3 | Shader "Battlehub/RTCommon/Billboard" 4 | { 5 | Properties{ 6 | _Color("Color", Color) = (1,1,1,1) 7 | _MainTex("Texture Image", 2D) = "white" {} 8 | } 9 | SubShader{ 10 | Blend SrcAlpha OneMinusSrcAlpha 11 | Cull Off 12 | ZTest LEqual 13 | ZWrite Off 14 | 15 | Tags{ "Queue" = "Transparent+20" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 16 | 17 | Pass{ 18 | CGPROGRAM 19 | 20 | #include "UnityCG.cginc" 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | 24 | // User-specified uniforms 25 | uniform sampler2D _MainTex; 26 | fixed4 _Color; 27 | 28 | struct vertexInput { 29 | float4 vertex : POSITION; 30 | float4 tex : TEXCOORD0; 31 | }; 32 | struct vertexOutput { 33 | float4 pos : SV_POSITION; 34 | float4 tex : TEXCOORD0; 35 | }; 36 | 37 | vertexOutput vert(vertexInput input) 38 | { 39 | vertexOutput output; 40 | float scaleX = length(mul(unity_ObjectToWorld, float4(1.0, 0.0, 0.0, 0.0))); 41 | float scaleY = length(mul(unity_ObjectToWorld, float4(0.0, 1.0, 0.0, 0.0))); 42 | 43 | float4 mv = float4(UnityObjectToViewPos(float3(0.0, 0.0, 0.0)), 1.0); 44 | output.pos = mul(UNITY_MATRIX_P, mv 45 | - float4(input.vertex.x * scaleX, input.vertex.y * scaleY, 0.0, 0.0)); 46 | output.tex = input.tex; 47 | return output; 48 | } 49 | 50 | float4 frag(vertexOutput input) : COLOR 51 | { 52 | return _Color * tex2D(_MainTex, float2(input.tex.xy)); 53 | } 54 | 55 | ENDCG 56 | } 57 | } 58 | } 59 | 60 | 61 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentAudioDistortionFilter.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentAudioDistortionFilter : Battlehub.RTSaveLoad.PersistentObjects.PersistentBehaviour 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.AudioDistortionFilter o = (UnityEngine.AudioDistortionFilter)obj; 24 | o.distortionLevel = distortionLevel; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.AudioDistortionFilter o = (UnityEngine.AudioDistortionFilter)obj; 36 | distortionLevel = o.distortionLevel; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public float distortionLevel; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentBoxCollider.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentBoxCollider : Battlehub.RTSaveLoad.PersistentObjects.PersistentCollider 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.BoxCollider o = (UnityEngine.BoxCollider)obj; 24 | o.center = center; 25 | o.size = size; 26 | return o; 27 | } 28 | 29 | public override void ReadFrom(object obj) 30 | { 31 | base.ReadFrom(obj); 32 | if(obj == null) 33 | { 34 | return; 35 | } 36 | UnityEngine.BoxCollider o = (UnityEngine.BoxCollider)obj; 37 | center = o.center; 38 | size = o.size; 39 | } 40 | 41 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 42 | { 43 | base.FindDependencies(dependencies, objects, allowNulls); 44 | } 45 | 46 | public UnityEngine.Vector3 center; 47 | 48 | public UnityEngine.Vector3 size; 49 | 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentNetworkMatch.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects.Networking.Match 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentNetworkMatch : Battlehub.RTSaveLoad.PersistentObjects.PersistentMonoBehaviour 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.Networking.Match.NetworkMatch o = (UnityEngine.Networking.Match.NetworkMatch)obj; 24 | o.baseUri = baseUri; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.Networking.Match.NetworkMatch o = (UnityEngine.Networking.Match.NetworkMatch)obj; 36 | baseUri = o.baseUri; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public System.Uri baseUri; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentAudioListener.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentAudioListener : Battlehub.RTSaveLoad.PersistentObjects.PersistentBehaviour 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.AudioListener o = (UnityEngine.AudioListener)obj; 24 | o.velocityUpdateMode = (UnityEngine.AudioVelocityUpdateMode)velocityUpdateMode; 25 | return o; 26 | } 27 | 28 | public override void ReadFrom(object obj) 29 | { 30 | base.ReadFrom(obj); 31 | if(obj == null) 32 | { 33 | return; 34 | } 35 | UnityEngine.AudioListener o = (UnityEngine.AudioListener)obj; 36 | velocityUpdateMode = (uint)o.velocityUpdateMode; 37 | } 38 | 39 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 40 | { 41 | base.FindDependencies(dependencies, objects, allowNulls); 42 | } 43 | 44 | public uint velocityUpdateMode; 45 | 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentOcclusionArea.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentOcclusionArea : Battlehub.RTSaveLoad.PersistentObjects.PersistentComponent 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.OcclusionArea o = (UnityEngine.OcclusionArea)obj; 24 | o.center = center; 25 | o.size = size; 26 | return o; 27 | } 28 | 29 | public override void ReadFrom(object obj) 30 | { 31 | base.ReadFrom(obj); 32 | if(obj == null) 33 | { 34 | return; 35 | } 36 | UnityEngine.OcclusionArea o = (UnityEngine.OcclusionArea)obj; 37 | center = o.center; 38 | size = o.size; 39 | } 40 | 41 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 42 | { 43 | base.FindDependencies(dependencies, objects, allowNulls); 44 | } 45 | 46 | public UnityEngine.Vector3 center; 47 | 48 | public UnityEngine.Vector3 size; 49 | 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentSphereCollider.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentSphereCollider : Battlehub.RTSaveLoad.PersistentObjects.PersistentCollider 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.SphereCollider o = (UnityEngine.SphereCollider)obj; 24 | o.center = center; 25 | o.radius = radius; 26 | return o; 27 | } 28 | 29 | public override void ReadFrom(object obj) 30 | { 31 | base.ReadFrom(obj); 32 | if(obj == null) 33 | { 34 | return; 35 | } 36 | UnityEngine.SphereCollider o = (UnityEngine.SphereCollider)obj; 37 | center = o.center; 38 | radius = o.radius; 39 | } 40 | 41 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 42 | { 43 | base.FindDependencies(dependencies, objects, allowNulls); 44 | } 45 | 46 | public UnityEngine.Vector3 center; 47 | 48 | public float radius; 49 | 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Interface/IRuntimeShaderUtil.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | 4 | namespace Battlehub.RTSaveLoad 5 | { 6 | public enum RTShaderPropertyType 7 | { 8 | // Color Property. 9 | Color = 0, 10 | // Vector Property. 11 | Vector = 1, 12 | // Float Property. 13 | Float = 2, 14 | // Range Property. 15 | Range = 3, 16 | // Texture Property. 17 | TexEnv = 4, 18 | 19 | Unknown, 20 | 21 | Procedural 22 | } 23 | 24 | [System.Serializable] 25 | public class RuntimeShaderInfo 26 | { 27 | public int dummy; 28 | public string Name; 29 | public long InstanceId; 30 | 31 | [System.Serializable] 32 | public struct RangeLimits 33 | { 34 | public float Def; 35 | public float Min; 36 | public float Max; 37 | 38 | public RangeLimits(float def, float min, float max) 39 | { 40 | Def = def; 41 | Min = min; 42 | Max = max; 43 | } 44 | } 45 | 46 | public int PropertyCount; 47 | public string[] PropertyDescriptions; 48 | public string[] PropertyNames; 49 | public RTShaderPropertyType[] PropertyTypes; 50 | public RangeLimits[] PropertyRangeLimits; 51 | public TextureDimension[] PropertyTexDims; 52 | public bool[] IsHidden; 53 | } 54 | 55 | public interface IRuntimeShaderUtil 56 | { 57 | RuntimeShaderInfo GetShaderInfo(Shader shader); 58 | } 59 | } 60 | 61 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTHandles/Shaders/Resources/VertexColorClip.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Battlehub/RTHandles/VertexColorClip" { 4 | Properties 5 | { 6 | _ZWrite("ZWrite", Float) = 0.0 7 | _ZTest("ZTest", Float) = 0.0 8 | _Cull("Cull", Float) = 0.0 9 | } 10 | SubShader 11 | { 12 | 13 | Tags{ "Queue" = "Geometry+5" "IgnoreProjector" = "True" "RenderType" = "Opaque" } 14 | Pass 15 | { 16 | Cull[_Cull] 17 | ZTest Off 18 | ZWrite Off 19 | 20 | CGPROGRAM 21 | 22 | #include "UnityCG.cginc" 23 | #pragma vertex vert 24 | #pragma fragment frag 25 | 26 | struct vertexInput { 27 | float4 vertex : POSITION; 28 | float4 color: COLOR; 29 | }; 30 | struct vertexOutput { 31 | float4 pos : SV_POSITION; 32 | float3 norm : TEXCOORD0; 33 | float4 color: COLOR; 34 | }; 35 | 36 | 37 | inline float4 GammaToLinearSpace(float4 sRGB) 38 | { 39 | if (IsGammaSpace()) 40 | { 41 | return sRGB; 42 | } 43 | return sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h); 44 | } 45 | 46 | vertexOutput vert(vertexInput input) 47 | { 48 | vertexOutput output; 49 | output.pos = UnityObjectToClipPos(input.vertex); 50 | output.norm = normalize(mul(UNITY_MATRIX_IT_MV, float4(input.vertex.xyz, 0))); 51 | output.color = GammaToLinearSpace(input.color); 52 | output.color.a = input.color.a; 53 | return output; 54 | } 55 | 56 | float4 frag(vertexOutput input) : COLOR 57 | { 58 | clip(dot(input.norm, float3(0, 0, 1))); 59 | return input.color; 60 | } 61 | 62 | ENDCG 63 | } 64 | } 65 | } -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentEdgeCollider2D.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentEdgeCollider2D : Battlehub.RTSaveLoad.PersistentObjects.PersistentCollider2D 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.EdgeCollider2D o = (UnityEngine.EdgeCollider2D)obj; 24 | o.edgeRadius = edgeRadius; 25 | o.points = points; 26 | return o; 27 | } 28 | 29 | public override void ReadFrom(object obj) 30 | { 31 | base.ReadFrom(obj); 32 | if(obj == null) 33 | { 34 | return; 35 | } 36 | UnityEngine.EdgeCollider2D o = (UnityEngine.EdgeCollider2D)obj; 37 | edgeRadius = o.edgeRadius; 38 | points = o.points; 39 | } 40 | 41 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 42 | { 43 | base.FindDependencies(dependencies, objects, allowNulls); 44 | } 45 | 46 | public float edgeRadius; 47 | 48 | public UnityEngine.Vector2[] points; 49 | 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentFixedJoint2D.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentFixedJoint2D : Battlehub.RTSaveLoad.PersistentObjects.PersistentAnchoredJoint2D 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.FixedJoint2D o = (UnityEngine.FixedJoint2D)obj; 24 | o.dampingRatio = dampingRatio; 25 | o.frequency = frequency; 26 | return o; 27 | } 28 | 29 | public override void ReadFrom(object obj) 30 | { 31 | base.ReadFrom(obj); 32 | if(obj == null) 33 | { 34 | return; 35 | } 36 | UnityEngine.FixedJoint2D o = (UnityEngine.FixedJoint2D)obj; 37 | dampingRatio = o.dampingRatio; 38 | frequency = o.frequency; 39 | } 40 | 41 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 42 | { 43 | base.FindDependencies(dependencies, objects, allowNulls); 44 | } 45 | 46 | public float dampingRatio; 47 | 48 | public float frequency; 49 | 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentFrictionJoint2D.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentFrictionJoint2D : Battlehub.RTSaveLoad.PersistentObjects.PersistentAnchoredJoint2D 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.FrictionJoint2D o = (UnityEngine.FrictionJoint2D)obj; 24 | o.maxForce = maxForce; 25 | o.maxTorque = maxTorque; 26 | return o; 27 | } 28 | 29 | public override void ReadFrom(object obj) 30 | { 31 | base.ReadFrom(obj); 32 | if(obj == null) 33 | { 34 | return; 35 | } 36 | UnityEngine.FrictionJoint2D o = (UnityEngine.FrictionJoint2D)obj; 37 | maxForce = o.maxForce; 38 | maxTorque = o.maxTorque; 39 | } 40 | 41 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 42 | { 43 | base.FindDependencies(dependencies, objects, allowNulls); 44 | } 45 | 46 | public float maxForce; 47 | 48 | public float maxTorque; 49 | 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentPhysicsMaterial2D.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentPhysicsMaterial2D : Battlehub.RTSaveLoad.PersistentObjects.PersistentObject 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.PhysicsMaterial2D o = (UnityEngine.PhysicsMaterial2D)obj; 24 | o.bounciness = bounciness; 25 | o.friction = friction; 26 | return o; 27 | } 28 | 29 | public override void ReadFrom(object obj) 30 | { 31 | base.ReadFrom(obj); 32 | if(obj == null) 33 | { 34 | return; 35 | } 36 | UnityEngine.PhysicsMaterial2D o = (UnityEngine.PhysicsMaterial2D)obj; 37 | bounciness = o.bounciness; 38 | friction = o.friction; 39 | } 40 | 41 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 42 | { 43 | base.FindDependencies(dependencies, objects, allowNulls); 44 | } 45 | 46 | public float bounciness; 47 | 48 | public float friction; 49 | 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/TypeModelCreator.cs: -------------------------------------------------------------------------------- 1 | using ProtoBuf.Meta; 2 | using System.Collections.Generic; 3 | using ProtoBuf; 4 | using Battlehub.RTSaveLoad2; 5 | using UnityEngine; 6 | using UnityEngine.Battlehub.SL2; 7 | using System; 8 | 9 | using UnityObject = UnityEngine.Object; 10 | namespace Battlehub.RTSaveLoad2 11 | { 12 | public static partial class TypeModelCreator 13 | { 14 | static partial void RegisterAutoTypes(RuntimeTypeModel model) 15 | { 16 | model.Add(typeof(PersistentObject), true) 17 | .AddSubType(1025, typeof(PersistentRenderer)) 18 | .AddSubType(1026, typeof(PersistentGameObject)) 19 | .AddSubType(1027, typeof(PersistentMaterial)) 20 | .AddSubType(1029, typeof(PersistentMesh)); 21 | model.Add(typeof(PersistentMeshRenderer), true); 22 | model.Add(typeof(PersistentSkinnedMeshRenderer), true); 23 | model.Add(typeof(PersistentRenderer), true) 24 | .AddSubType(1025, typeof(PersistentMeshRenderer)) 25 | .AddSubType(1026, typeof(PersistentSkinnedMeshRenderer)); 26 | model.Add(typeof(PersistentGameObject), true); 27 | model.Add(typeof(PersistentMesh), true); 28 | model.Add(typeof(PersistentMaterial), true); 29 | model.Add(typeof(PersistentTransform), true); 30 | model.Add(typeof(Vector3), false).SetSurrogate(typeof(PersistentVector3)); 31 | model.Add(typeof(Color), false).SetSurrogate(typeof(PersistentColor)); 32 | model.Add(typeof(Matrix4x4), false).SetSurrogate(typeof(PersistentMatrix4x4)); 33 | 34 | } 35 | } 36 | } 37 | 38 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | m_SettingNames: 89 | - Humanoid 90 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTCommon/Scripts/RuntimeUndoComponent.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.RTCommon 4 | { 5 | public class RuntimeUndoComponent : MonoBehaviour 6 | { 7 | public KeyCode UndoKey = KeyCode.Z; 8 | public KeyCode RedoKey = KeyCode.Y; 9 | public KeyCode RuntimeModifierKey = KeyCode.LeftControl; 10 | public KeyCode EditorModifierKey = KeyCode.LeftShift; 11 | public KeyCode ModifierKey 12 | { 13 | get 14 | { 15 | #if UNITY_EDITOR 16 | return EditorModifierKey; 17 | #else 18 | return RuntimeModifierKey; 19 | #endif 20 | } 21 | } 22 | 23 | private static RuntimeUndoComponent m_instance; 24 | public static bool IsInitialized 25 | { 26 | get { return m_instance != null; } 27 | } 28 | 29 | private void Awake() 30 | { 31 | if(m_instance == null) 32 | { 33 | m_instance = this; 34 | } 35 | } 36 | 37 | private void OnDestroy() 38 | { 39 | if(m_instance == this) 40 | { 41 | m_instance = null; 42 | } 43 | } 44 | 45 | private void Update() 46 | { 47 | if (InputController.GetKeyDown(UndoKey) && InputController.GetKey(ModifierKey)) 48 | { 49 | RuntimeUndo.Undo(); 50 | } 51 | else if (InputController.GetKeyDown(RedoKey) && InputController.GetKey(ModifierKey)) 52 | { 53 | RuntimeUndo.Redo(); 54 | } 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTGizmos/Scripts/BoxGizmo.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Battlehub.RTCommon; 3 | using UnityEngine.Events; 4 | 5 | namespace Battlehub.RTGizmos 6 | { 7 | public abstract class BoxGizmo : BaseGizmo 8 | { 9 | protected abstract Bounds Bounds 10 | { 11 | get; 12 | set; 13 | } 14 | 15 | protected override Matrix4x4 HandlesTransform 16 | { 17 | get 18 | { 19 | return Matrix4x4.TRS(Target.TransformPoint(Bounds.center), Target.rotation, Vector3.Scale(Bounds.extents, Target.localScale)); 20 | } 21 | } 22 | 23 | 24 | protected override bool OnDrag(int index, Vector3 offset) 25 | { 26 | Bounds b = Bounds; 27 | b.center += offset / 2; 28 | b.extents += Vector3.Scale(offset / 2, HandlesPositions[index]); 29 | Bounds = b; 30 | return true; 31 | } 32 | 33 | 34 | protected override void DrawOverride() 35 | { 36 | base.DrawOverride(); 37 | 38 | Bounds b = Bounds; 39 | Vector3 scale = Vector3.Scale(b.extents, Target.localScale); 40 | RuntimeGizmos.DrawCubeHandles(Target.TransformPoint(b.center) , Target.rotation, scale, HandlesColor); 41 | RuntimeGizmos.DrawWireCubeGL(ref b, Target.TransformPoint(b.center), Target.rotation, Target.localScale, LineColor); 42 | 43 | if (IsDragging) 44 | { 45 | RuntimeGizmos.DrawSelection(Target.TransformPoint(b.center + Vector3.Scale(HandlesPositions[DragIndex], scale)), Target.rotation, scale, SelectionColor); 46 | } 47 | } 48 | } 49 | 50 | } 51 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentCapsuleCollider2D.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentCapsuleCollider2D : Battlehub.RTSaveLoad.PersistentObjects.PersistentCollider2D 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.CapsuleCollider2D o = (UnityEngine.CapsuleCollider2D)obj; 24 | o.size = size; 25 | o.direction = (UnityEngine.CapsuleDirection2D)direction; 26 | return o; 27 | } 28 | 29 | public override void ReadFrom(object obj) 30 | { 31 | base.ReadFrom(obj); 32 | if(obj == null) 33 | { 34 | return; 35 | } 36 | UnityEngine.CapsuleCollider2D o = (UnityEngine.CapsuleCollider2D)obj; 37 | size = o.size; 38 | direction = (uint)o.direction; 39 | } 40 | 41 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 42 | { 43 | base.FindDependencies(dependencies, objects, allowNulls); 44 | } 45 | 46 | public UnityEngine.Vector2 size; 47 | 48 | public uint direction; 49 | 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/PersistentMovieTexture.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentMovieTexture : Battlehub.RTSaveLoad.PersistentObjects.PersistentTexture 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | #if !UNITY_ANDROID && !UNITY_IOS && !UNITY_WEBGL 24 | UnityEngine.MovieTexture o = (UnityEngine.MovieTexture)obj; 25 | o.loop = loop; 26 | return o; 27 | #else 28 | return obj; 29 | #endif 30 | } 31 | 32 | public override void ReadFrom(object obj) 33 | { 34 | base.ReadFrom(obj); 35 | if(obj == null) 36 | { 37 | return; 38 | } 39 | #if !UNITY_ANDROID && !UNITY_IOS && !UNITY_WEBGL 40 | UnityEngine.MovieTexture o = (UnityEngine.MovieTexture)obj; 41 | loop = o.loop; 42 | #endif 43 | } 44 | 45 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 46 | { 47 | base.FindDependencies(dependencies, objects, allowNulls); 48 | } 49 | 50 | public bool loop; 51 | 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/Scripts/Interface/Dependencies.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Battlehub.RTSaveLoad 4 | { 5 | public static class Dependencies 6 | { 7 | public static ISerializer Serializer 8 | { 9 | get { return new Serializer(); } 10 | } 11 | public static IStorage Storage 12 | { 13 | get { return new FileSystemStorage(Application.persistentDataPath); } 14 | } 15 | public static IProject Project 16 | { 17 | get { return new Project(); } 18 | } 19 | public static IAssetBundleLoader BundleLoader 20 | { 21 | get { return new AssetBundleLoader(); } 22 | } 23 | 24 | public static IProjectManager ProjectManager 25 | { 26 | get { return Object.FindObjectOfType(); } 27 | } 28 | 29 | public static ISceneManager SceneManager 30 | { 31 | get { return Object.FindObjectOfType(); } 32 | } 33 | 34 | public static IRuntimeShaderUtil ShaderUtil 35 | { 36 | get { return new RuntimeShaderUtil(); } 37 | } 38 | 39 | public static IJob Job 40 | { 41 | get 42 | { 43 | Job job = Object.FindObjectOfType(); 44 | if (job == null) 45 | { 46 | GameObject go = new GameObject(); 47 | go.name = "Job"; 48 | job = go.AddComponent(); 49 | go.AddComponent(); 50 | } 51 | return job; 52 | } 53 | } 54 | 55 | } 56 | } 57 | 58 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad2/Scripts_Auto/PersistentClasses/UnityEngine_Battlehub_SL2_PersistentColor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using ProtoBuf; 3 | using Battlehub.RTSaveLoad2; 4 | using UnityEngine; 5 | using UnityEngine.Battlehub.SL2; 6 | using System; 7 | 8 | using UnityObject = UnityEngine.Object; 9 | namespace UnityEngine.Battlehub.SL2 10 | { 11 | [ProtoContract(AsReferenceDefault = true)] 12 | public class PersistentColor : PersistentSurrogate 13 | { 14 | [ProtoMember(256)] 15 | public float r; 16 | 17 | [ProtoMember(257)] 18 | public float g; 19 | 20 | [ProtoMember(258)] 21 | public float b; 22 | 23 | [ProtoMember(259)] 24 | public float a; 25 | 26 | public override void ReadFrom(object obj) 27 | { 28 | base.ReadFrom(obj); 29 | Color uo = (Color)obj; 30 | r = uo.r; 31 | g = uo.g; 32 | b = uo.b; 33 | a = uo.a; 34 | } 35 | 36 | public override object WriteTo(object obj) 37 | { 38 | obj = base.WriteTo(obj); 39 | Color uo = (Color)obj; 40 | uo.r = r; 41 | uo.g = g; 42 | uo.b = b; 43 | uo.a = a; 44 | return obj; 45 | } 46 | 47 | public static implicit operator Color(PersistentColor surrogate) 48 | { 49 | return (Color)surrogate.WriteTo(new Color()); 50 | } 51 | 52 | public static implicit operator PersistentColor(Color obj) 53 | { 54 | PersistentColor surrogate = new PersistentColor(); 55 | surrogate.ReadFrom(obj); 56 | return surrogate; 57 | } 58 | } 59 | } 60 | 61 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTGizmos/Scripts/BoxColliderGizmo.cs: -------------------------------------------------------------------------------- 1 | using Battlehub.RTCommon; 2 | using Battlehub.Utils; 3 | using UnityEngine; 4 | 5 | namespace Battlehub.RTGizmos 6 | { 7 | public class BoxColliderGizmo : BoxGizmo 8 | { 9 | [SerializeField] 10 | private BoxCollider m_collider; 11 | private static readonly Bounds m_zeroBounds = new Bounds(); 12 | protected override Bounds Bounds 13 | { 14 | get 15 | { 16 | if(m_collider == null) 17 | { 18 | return m_zeroBounds; 19 | } 20 | return new Bounds(m_collider.center, m_collider.size); 21 | } 22 | set 23 | { 24 | if(m_collider != null) 25 | { 26 | m_collider.center = value.center; 27 | m_collider.size = value.extents * 2; 28 | } 29 | } 30 | } 31 | 32 | 33 | protected override void AwakeOverride() 34 | { 35 | if(m_collider == null) 36 | { 37 | m_collider = GetComponent(); 38 | } 39 | 40 | if(m_collider == null) 41 | { 42 | Debug.LogError("Set Collider"); 43 | } 44 | 45 | base.AwakeOverride(); 46 | 47 | } 48 | 49 | protected override void RecordOverride() 50 | { 51 | base.RecordOverride(); 52 | RuntimeUndo.RecordValue(m_collider, Strong.PropertyInfo((BoxCollider x) => x.center)); 53 | RuntimeUndo.RecordValue(m_collider, Strong.PropertyInfo((BoxCollider x) => x.size)); 54 | } 55 | } 56 | 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Battlehub/RTSaveLoad/PersistentObjects/ParticleSystem/PersistentExternalForcesModule.cs: -------------------------------------------------------------------------------- 1 | #define RT_USE_PROTOBUF 2 | #if RT_USE_PROTOBUF 3 | using ProtoBuf; 4 | #endif 5 | /*This is auto-generated file. Tools->Runtime SaveLoad->Create Persistent Objects 6 | If you want prevent overwriting, drag this file to another folder.*/ 7 | 8 | namespace Battlehub.RTSaveLoad.PersistentObjects 9 | { 10 | #if RT_USE_PROTOBUF 11 | [ProtoContract(AsReferenceDefault = true, ImplicitFields = ImplicitFields.AllFields)] 12 | #endif 13 | [System.Serializable] 14 | public class PersistentExternalForcesModule : Battlehub.RTSaveLoad.PersistentData 15 | { 16 | public override object WriteTo(object obj, System.Collections.Generic.Dictionary objects) 17 | { 18 | obj = base.WriteTo(obj, objects); 19 | if(obj == null) 20 | { 21 | return null; 22 | } 23 | UnityEngine.ParticleSystem.ExternalForcesModule o = (UnityEngine.ParticleSystem.ExternalForcesModule)obj; 24 | o.enabled = enabled; 25 | o.multiplier = multiplier; 26 | return o; 27 | } 28 | 29 | public override void ReadFrom(object obj) 30 | { 31 | base.ReadFrom(obj); 32 | if(obj == null) 33 | { 34 | return; 35 | } 36 | UnityEngine.ParticleSystem.ExternalForcesModule o = (UnityEngine.ParticleSystem.ExternalForcesModule)obj; 37 | enabled = o.enabled; 38 | multiplier = o.multiplier; 39 | } 40 | 41 | public override void FindDependencies(System.Collections.Generic.Dictionary dependencies, System.Collections.Generic.Dictionary objects, bool allowNulls) 42 | { 43 | base.FindDependencies(dependencies, objects, allowNulls); 44 | } 45 | 46 | public bool enabled; 47 | 48 | public float multiplier; 49 | 50 | } 51 | } 52 | --------------------------------------------------------------------------------