├── .config
└── dotnet-tools.json
├── .editorconfig
├── .gitattributes
├── .github
├── ISSUE_TEMPLATE
│ ├── bug_report.md
│ └── feature_request.md
├── actions
│ ├── git-lfs-cache
│ │ └── action.yml
│ ├── setvars
│ │ └── action.yml
│ └── unity-library-cache
│ │ └── action.yml
├── disabled-workflows
│ ├── activation.yml
│ └── versioning.yml
├── pull_request_template.md
├── variables
│ └── projectconfig.env
└── workflows
│ ├── build-validation.yml
│ ├── create-package.yml
│ ├── deploy.yml
│ ├── format.yml
│ └── tests-validation.yml
├── .gitignore
├── .markdownlintignore
├── .vscode
└── settings.json
├── .vsconfig
├── Assets
├── Editor.meta
├── Editor
│ ├── AssetGUIDRegenerator.cs
│ ├── AssetGUIDRegenerator.cs.meta
│ ├── Constants.cs
│ ├── Constants.cs.meta
│ ├── RenameAssets.cs
│ ├── RenameAssets.cs.meta
│ ├── ScriptBatch.cs
│ └── ScriptBatch.cs.meta
├── NuGet.config
├── NuGet.config.meta
├── NuGet.meta
├── NuGet
│ ├── Editor.meta
│ ├── Editor
│ │ ├── NugetForUnity.dll
│ │ └── NugetForUnity.dll.meta
│ ├── LICENSE
│ ├── LICENSE.meta
│ ├── README.pdf
│ ├── README.pdf.meta
│ ├── Resources.meta
│ └── Resources
│ │ ├── defaultIcon.png
│ │ └── defaultIcon.png.meta
├── Packages.meta
├── Packages
│ ├── Castle.Core.5.1.0.meta
│ ├── Castle.Core.5.1.0
│ │ ├── .signature.p7s
│ │ ├── ASL - Apache Software Foundation License.txt
│ │ ├── ASL - Apache Software Foundation License.txt.meta
│ │ ├── CHANGELOG.md
│ │ ├── CHANGELOG.md.meta
│ │ ├── Castle.Core.5.1.0.nupkg
│ │ ├── Castle.Core.5.1.0.nupkg.meta
│ │ ├── LICENSE
│ │ ├── LICENSE.meta
│ │ ├── castle-logo.png
│ │ ├── castle-logo.png.meta
│ │ ├── lib.meta
│ │ ├── lib
│ │ │ ├── netstandard2.0.meta
│ │ │ └── netstandard2.0
│ │ │ │ ├── Castle.Core.dll
│ │ │ │ ├── Castle.Core.dll.meta
│ │ │ │ ├── Castle.Core.xml
│ │ │ │ └── Castle.Core.xml.meta
│ │ ├── readme.txt
│ │ └── readme.txt.meta
│ ├── Moq.4.18.2.meta
│ ├── Moq.4.18.2
│ │ ├── .signature.p7s
│ │ ├── Moq.4.18.2.nupkg
│ │ ├── Moq.4.18.2.nupkg.meta
│ │ ├── lib.meta
│ │ ├── lib
│ │ │ ├── netstandard2.0.meta
│ │ │ └── netstandard2.0
│ │ │ │ ├── Moq.dll
│ │ │ │ ├── Moq.dll.meta
│ │ │ │ ├── Moq.xml
│ │ │ │ └── Moq.xml.meta
│ │ ├── moq.png
│ │ └── moq.png.meta
│ ├── System.Diagnostics.EventLog.4.7.0.meta
│ └── System.Diagnostics.EventLog.4.7.0
│ │ ├── .signature.p7s
│ │ ├── LICENSE.TXT
│ │ ├── LICENSE.TXT.meta
│ │ ├── System.Diagnostics.EventLog.4.7.0.nupkg
│ │ ├── System.Diagnostics.EventLog.4.7.0.nupkg.meta
│ │ ├── THIRD-PARTY-NOTICES.TXT
│ │ ├── THIRD-PARTY-NOTICES.TXT.meta
│ │ ├── lib.meta
│ │ ├── lib
│ │ ├── netstandard2.0.meta
│ │ └── netstandard2.0
│ │ │ ├── System.Diagnostics.EventLog.dll
│ │ │ ├── System.Diagnostics.EventLog.dll.meta
│ │ │ ├── System.Diagnostics.EventLog.xml
│ │ │ └── System.Diagnostics.EventLog.xml.meta
│ │ ├── useSharedDesignerContext.txt
│ │ ├── useSharedDesignerContext.txt.meta
│ │ ├── version.txt
│ │ └── version.txt.meta
├── Rendering.meta
├── Rendering
│ ├── ForwardRenderer.asset
│ ├── ForwardRenderer.asset.meta
│ ├── LightingSettings.lighting
│ ├── LightingSettings.lighting.meta
│ ├── SampleSceneProfile.asset
│ ├── SampleSceneProfile.asset.meta
│ ├── UniversalRP-HighQuality.asset
│ ├── UniversalRP-HighQuality.asset.meta
│ ├── UniversalRP-LowQuality.asset
│ ├── UniversalRP-LowQuality.asset.meta
│ ├── UniversalRP-MediumQuality.asset
│ ├── UniversalRP-MediumQuality.asset.meta
│ ├── UniversalRP-UltraQuality.asset
│ ├── UniversalRP-UltraQuality.asset.meta
│ ├── UniversalRenderPipelineGlobalSettings.asset
│ └── UniversalRenderPipelineGlobalSettings.asset.meta
├── Samples.meta
├── Samples
│ ├── ExampleCLI.meta
│ ├── ExampleCLI
│ │ ├── BasicNetworkExample.unity
│ │ ├── BasicNetworkExample.unity.meta
│ │ ├── Input.meta
│ │ ├── Input
│ │ │ ├── InputSystem.inputactions
│ │ │ ├── InputSystem.inputactions.meta
│ │ │ ├── PlayerActionMap.inputactions
│ │ │ └── PlayerActionMap.inputactions.meta
│ │ ├── NetworkPlayer.prefab
│ │ ├── NetworkPlayer.prefab.meta
│ │ ├── New Material.mat
│ │ ├── New Material.mat.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── ExampleNetworkSM.cs
│ │ │ ├── ExampleNetworkSM.cs.meta
│ │ │ ├── NetworkCommandLine.cs
│ │ │ ├── NetworkCommandLine.cs.meta
│ │ │ ├── NetworkSMLabel.cs
│ │ │ ├── NetworkSMLabel.cs.meta
│ │ │ ├── nickmaltbie.NetworkStateMachineUnity.Example.asmdef
│ │ │ └── nickmaltbie.NetworkStateMachineUnity.Example.asmdef.meta
│ │ ├── UI.meta
│ │ └── UI
│ │ │ ├── Components.meta
│ │ │ ├── Components
│ │ │ ├── Control Action Rebind.prefab
│ │ │ ├── Control Action Rebind.prefab.meta
│ │ │ ├── Control Label.prefab
│ │ │ ├── Control Label.prefab.meta
│ │ │ ├── ControlsPanel.prefab
│ │ │ ├── ControlsPanel.prefab.meta
│ │ │ ├── GraphicsPanel.prefab
│ │ │ ├── GraphicsPanel.prefab.meta
│ │ │ ├── LevelSelectButton.prefab
│ │ │ ├── LevelSelectButton.prefab.meta
│ │ │ ├── SoundPanel.prefab
│ │ │ ├── SoundPanel.prefab.meta
│ │ │ ├── Version Number.prefab
│ │ │ └── Version Number.prefab.meta
│ │ │ ├── Screens.meta
│ │ │ ├── Screens
│ │ │ ├── InGameHUD.prefab
│ │ │ ├── InGameHUD.prefab.meta
│ │ │ ├── InGameMenu.prefab
│ │ │ ├── InGameMenu.prefab.meta
│ │ │ ├── SettingsMenu.prefab
│ │ │ └── SettingsMenu.prefab.meta
│ │ │ ├── UIManager.prefab
│ │ │ └── UIManager.prefab.meta
│ ├── ExampleSample.meta
│ └── ExampleSample
│ │ ├── Animations.meta
│ │ ├── Animations
│ │ ├── BasicLocomotionController.controller
│ │ ├── BasicLocomotionController.controller.meta
│ │ ├── Yawn.fbx
│ │ ├── Yawn.fbx.meta
│ │ ├── idle.fbx
│ │ ├── idle.fbx.meta
│ │ ├── jump.fbx
│ │ ├── jump.fbx.meta
│ │ ├── left strafe walking.fbx
│ │ ├── left strafe walking.fbx.meta
│ │ ├── punching.fbx
│ │ ├── punching.fbx.meta
│ │ ├── right strafe walking.fbx
│ │ ├── right strafe walking.fbx.meta
│ │ ├── walking.fbx
│ │ └── walking.fbx.meta
│ │ ├── ExampleScene.unity
│ │ ├── ExampleScene.unity.meta
│ │ ├── Input.meta
│ │ ├── Input
│ │ ├── InputSystem.inputactions
│ │ ├── InputSystem.inputactions.meta
│ │ ├── PlayerActionMap.inputactions
│ │ └── PlayerActionMap.inputactions.meta
│ │ ├── Models.meta
│ │ ├── Models
│ │ ├── Y Bot.fbx
│ │ └── Y Bot.fbx.meta
│ │ ├── NetworkPlayer.prefab
│ │ ├── NetworkPlayer.prefab.meta
│ │ ├── New Material.mat
│ │ ├── New Material.mat.meta
│ │ ├── Prefab.meta
│ │ ├── Prefab
│ │ ├── AnimatedCharacter Variant.prefab
│ │ ├── AnimatedCharacter Variant.prefab.meta
│ │ ├── Components.meta
│ │ ├── Components
│ │ │ ├── Control Action Rebind.prefab
│ │ │ ├── Control Action Rebind.prefab.meta
│ │ │ ├── Control Label.prefab
│ │ │ ├── Control Label.prefab.meta
│ │ │ ├── ControlsPanel.prefab
│ │ │ ├── ControlsPanel.prefab.meta
│ │ │ ├── GraphicsPanel.prefab
│ │ │ ├── GraphicsPanel.prefab.meta
│ │ │ ├── LevelSelectButton.prefab
│ │ │ ├── LevelSelectButton.prefab.meta
│ │ │ ├── SoundPanel.prefab
│ │ │ ├── SoundPanel.prefab.meta
│ │ │ ├── Version Number.prefab
│ │ │ └── Version Number.prefab.meta
│ │ ├── Screens.meta
│ │ ├── Screens
│ │ │ ├── InGameHUD.prefab
│ │ │ ├── InGameHUD.prefab.meta
│ │ │ ├── InGameMenu.prefab
│ │ │ ├── InGameMenu.prefab.meta
│ │ │ ├── SettingsMenu.prefab
│ │ │ ├── SettingsMenu.prefab.meta
│ │ │ ├── StartMenu.prefab
│ │ │ └── StartMenu.prefab.meta
│ │ ├── UIManager.prefab
│ │ └── UIManager.prefab.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ ├── ClientNetworkTransform.cs
│ │ ├── ClientNetworkTransform.cs.meta
│ │ ├── DisconnectAction.cs
│ │ ├── DisconnectAction.cs.meta
│ │ ├── ExampleNetworkSMAnim.cs
│ │ ├── ExampleNetworkSMAnim.cs.meta
│ │ ├── NetworkControls.cs
│ │ ├── NetworkControls.cs.meta
│ │ ├── NetworkSMAnimLabel.cs
│ │ ├── NetworkSMAnimLabel.cs.meta
│ │ ├── nickmaltbie.NetworkStateMachineUnity.ExampleAnim.asmdef
│ │ └── nickmaltbie.NetworkStateMachineUnity.ExampleAnim.asmdef.meta
├── TextMesh Pro.meta
├── TextMesh Pro
│ ├── Documentation.meta
│ ├── Documentation
│ │ ├── TextMesh Pro User Guide 2016.pdf
│ │ └── TextMesh Pro User Guide 2016.pdf.meta
│ ├── Fonts.meta
│ ├── Fonts
│ │ ├── LiberationSans - OFL.txt
│ │ ├── LiberationSans - OFL.txt.meta
│ │ ├── LiberationSans.ttf
│ │ └── LiberationSans.ttf.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── Fonts & Materials.meta
│ │ ├── Fonts & Materials
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ │ ├── LiberationSans SDF - Fallback.asset
│ │ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ │ ├── LiberationSans SDF - Outline.mat
│ │ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ │ ├── LiberationSans SDF.asset
│ │ │ └── LiberationSans SDF.asset.meta
│ │ ├── LineBreaking Following Characters.txt
│ │ ├── LineBreaking Following Characters.txt.meta
│ │ ├── LineBreaking Leading Characters.txt
│ │ ├── LineBreaking Leading Characters.txt.meta
│ │ ├── Sprite Assets.meta
│ │ ├── Sprite Assets
│ │ │ ├── EmojiOne.asset
│ │ │ └── EmojiOne.asset.meta
│ │ ├── Style Sheets.meta
│ │ ├── Style Sheets
│ │ │ ├── Default Style Sheet.asset
│ │ │ └── Default Style Sheet.asset.meta
│ │ ├── TMP Settings.asset
│ │ └── TMP Settings.asset.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── TMP_Bitmap-Custom-Atlas.shader
│ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ │ ├── TMP_Bitmap-Mobile.shader
│ │ ├── TMP_Bitmap-Mobile.shader.meta
│ │ ├── TMP_Bitmap.shader
│ │ ├── TMP_Bitmap.shader.meta
│ │ ├── TMP_SDF Overlay.shader
│ │ ├── TMP_SDF Overlay.shader.meta
│ │ ├── TMP_SDF SSD.shader
│ │ ├── TMP_SDF SSD.shader.meta
│ │ ├── TMP_SDF-Mobile Masking.shader
│ │ ├── TMP_SDF-Mobile Masking.shader.meta
│ │ ├── TMP_SDF-Mobile Overlay.shader
│ │ ├── TMP_SDF-Mobile Overlay.shader.meta
│ │ ├── TMP_SDF-Mobile SSD.shader
│ │ ├── TMP_SDF-Mobile SSD.shader.meta
│ │ ├── TMP_SDF-Mobile.shader
│ │ ├── TMP_SDF-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface-Mobile.shader
│ │ ├── TMP_SDF-Surface-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface.shader
│ │ ├── TMP_SDF-Surface.shader.meta
│ │ ├── TMP_SDF.shader
│ │ ├── TMP_SDF.shader.meta
│ │ ├── TMP_Sprite.shader
│ │ ├── TMP_Sprite.shader.meta
│ │ ├── TMPro.cginc
│ │ ├── TMPro.cginc.meta
│ │ ├── TMPro_Mobile.cginc
│ │ ├── TMPro_Mobile.cginc.meta
│ │ ├── TMPro_Properties.cginc
│ │ ├── TMPro_Properties.cginc.meta
│ │ ├── TMPro_Surface.cginc
│ │ └── TMPro_Surface.cginc.meta
│ ├── Sprites.meta
│ └── Sprites
│ │ ├── EmojiOne Attribution.txt
│ │ ├── EmojiOne Attribution.txt.meta
│ │ ├── EmojiOne.json
│ │ ├── EmojiOne.json.meta
│ │ ├── EmojiOne.png
│ │ └── EmojiOne.png.meta
├── packages.config
└── packages.config.meta
├── CODE_OF_CONDUCT.md
├── Contributing.md
├── Documentation
├── build.cmd
├── build.sh
├── changelog
│ └── toc.yml
├── docfx.json
├── filterConfig.yml
├── manual
│ ├── introduction.md
│ └── toc.yml
└── toc.yml
├── LICENSE.txt
├── Packages
├── com.nickmaltbie.networkstatemachineunity
│ ├── CHANGELOG.md
│ ├── CHANGELOG.md.meta
│ ├── LICENSE.txt
│ ├── LICENSE.txt.meta
│ ├── README.md
│ ├── README.md.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── NetworkSMAnim.cs
│ │ ├── NetworkSMAnim.cs.meta
│ │ ├── NetworkSMBehaviour.cs
│ │ ├── NetworkSMBehaviour.cs.meta
│ │ ├── Utils.meta
│ │ ├── Utils
│ │ │ ├── NetworkSMUtils.cs
│ │ │ └── NetworkSMUtils.cs.meta
│ │ ├── nickmaltbie.NetworkStateMachineUnity.asmdef
│ │ └── nickmaltbie.NetworkStateMachineUnity.asmdef.meta
│ ├── Tests.meta
│ ├── Tests
│ │ ├── EditMode.meta
│ │ ├── EditMode
│ │ │ ├── NetworkSMUtilsTests.cs
│ │ │ ├── NetworkSMUtilsTests.cs.meta
│ │ │ ├── nickmaltbie.NetworkStateMachineUnity.Tests.EditMode.asmdef
│ │ │ └── nickmaltbie.NetworkStateMachineUnity.Tests.EditMode.asmdef.meta
│ │ ├── PlayMode.meta
│ │ └── PlayMode
│ │ │ ├── DemoEvents.cs
│ │ │ ├── DemoEvents.cs.meta
│ │ │ ├── NetworkSMAnimTests.cs
│ │ │ ├── NetworkSMAnimTests.cs.meta
│ │ │ ├── NetworkSMBehaviourTests.cs
│ │ │ ├── NetworkSMBehaviourTests.cs.meta
│ │ │ ├── nickmaltbie.NetworkStateMachineUnity.Tests.PlayMode.asmdef
│ │ │ └── nickmaltbie.NetworkStateMachineUnity.Tests.PlayMode.asmdef.meta
│ ├── package.json
│ └── package.json.meta
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── BurstAotSettings_StandaloneLinux64.json
├── BurstAotSettings_StandaloneOSX.json
├── BurstAotSettings_StandaloneWindows.json
├── BurstAotSettings_WebGL.json
├── ClusterInputManager.asset
├── CommonBurstAotSettings.json
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── ShaderGraphSettings.asset
├── TagManager.asset
├── TimeManager.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
├── XRSettings.asset
└── boot.config
├── README.md
└── setup-package.sh
/.config/dotnet-tools.json:
--------------------------------------------------------------------------------
1 | {
2 | "version":1,
3 | "isRoot":true,
4 | "tools":{
5 | "dotnet-format":{
6 | "version":"5.1.225507",
7 | "commands":[
8 | "dotnet-format"
9 | ]
10 | }
11 | }
12 | }
--------------------------------------------------------------------------------
/.gitattributes:
--------------------------------------------------------------------------------
1 | # Set the default behavior, in case people don't have core.autocrlf set.
2 | * text=auto
3 |
4 | ## Unity ##
5 |
6 | *.cs diff=csharp text
7 | *.cginc text
8 | *.shader text
9 |
10 | *.mat merge=unityyamlmerge eol=lf
11 | *.anim merge=unityyamlmerge eol=lf
12 | *.unity merge=unityyamlmerge eol=lf
13 | *.prefab merge=unityyamlmerge eol=lf
14 | *.physicsMaterial2D merge=unityyamlmerge eol=lf
15 | *.physicMaterial merge=unityyamlmerge eol=lf
16 | *.asset merge=unityyamlmerge eol=lf
17 | *.meta merge=unityyamlmerge eol=lf
18 | *.controller merge=unityyamlmerge eol=lf
19 |
20 | ## git-lfs ##
21 |
22 | #Image
23 | *.jpg filter=lfs diff=lfs merge=lfs -text
24 | *.jpeg filter=lfs diff=lfs merge=lfs -text
25 | *.png filter=lfs diff=lfs merge=lfs -text
26 | *.gif filter=lfs diff=lfs merge=lfs -text
27 | *.psd filter=lfs diff=lfs merge=lfs -text
28 | *.ai filter=lfs diff=lfs merge=lfs -text
29 |
30 | #Audio
31 | *.mp3 filter=lfs diff=lfs merge=lfs -text
32 | *.wav filter=lfs diff=lfs merge=lfs -text
33 | *.ogg filter=lfs diff=lfs merge=lfs -text
34 |
35 | #Video
36 | *.mp4 filter=lfs diff=lfs merge=lfs -text
37 | *.mov filter=lfs diff=lfs merge=lfs -text
38 |
39 | #3D Object
40 | *.FBX filter=lfs diff=lfs merge=lfs -text
41 | *.fbx filter=lfs diff=lfs merge=lfs -text
42 | *.blend filter=lfs diff=lfs merge=lfs -text
43 | *.obj filter=lfs diff=lfs merge=lfs -text
44 |
45 | #ETC
46 | *.a filter=lfs diff=lfs merge=lfs -text
47 | *.exr filter=lfs diff=lfs merge=lfs -text
48 | *.tga filter=lfs diff=lfs merge=lfs -text
49 | *.pdf filter=lfs diff=lfs merge=lfs -text
50 | *.zip filter=lfs diff=lfs merge=lfs -text
51 | *.dll filter=lfs diff=lfs merge=lfs -text
52 | *.unitypackage filter=lfs diff=lfs merge=lfs -text
53 | *.aif filter=lfs diff=lfs merge=lfs -text
54 | *.ttf filter=lfs diff=lfs merge=lfs -text
55 | *.rns filter=lfs diff=lfs merge=lfs -text
56 | *.reason filter=lfs diff=lfs merge=lfs -text
57 | *.lxo filter=lfs diff=lfs merge=lfs -text
58 |
59 | # Some files to ignore
60 | Demo/project_demo.png -filter=lfs -diff=lfs -merge=lfs -text
61 | Documentation/resources/rename_panel.png -filter=lfs -diff=lfs -merge=lfs -text
62 |
--------------------------------------------------------------------------------
/.github/ISSUE_TEMPLATE/bug_report.md:
--------------------------------------------------------------------------------
1 | ---
2 | name: Bug report
3 | about: Create a report to help us improve
4 | title: '[Bug Report Title]'
5 | labels: 'bug'
6 | assignees: ''
7 |
8 | ---
9 |
10 | **Describe the bug**
11 | A clear and concise description of what the bug is.
12 |
13 | **To Reproduce**
14 | Steps to reproduce the behavior:
15 | 1. Go to '...'
16 | 2. Click on '....'
17 | 3. Scroll down to '....'
18 | 4. See error
19 |
20 | **Expected behavior**
21 | A clear and concise description of what you expected to happen.
22 |
23 | **Screenshots**
24 | If applicable, add screenshots to help explain your problem.
25 |
26 | **Additional context**
27 | Add any other context about the problem here.
28 |
--------------------------------------------------------------------------------
/.github/ISSUE_TEMPLATE/feature_request.md:
--------------------------------------------------------------------------------
1 | ---
2 | name: Feature request
3 | about: Suggest an idea for this project
4 | title: '[Feature Request Title]'
5 | labels: 'enhancement'
6 | assignees: ''
7 |
8 | ---
9 |
10 | **Is your feature request related to a problem? Please describe.**
11 | A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
12 |
13 | **Describe the solution you'd like**
14 | A clear and concise description of what you want to happen.
15 |
16 | **Describe alternatives you've considered**
17 | A clear and concise description of any alternative solutions or features you've considered.
18 |
19 | **Additional context**
20 | Add any other context or screenshots about the feature request here.
21 |
--------------------------------------------------------------------------------
/.github/actions/git-lfs-cache/action.yml:
--------------------------------------------------------------------------------
1 | name: git-lfs-cache
2 | description: "Git Large File Storage Cache Reusable Workflow"
3 | runs:
4 | using: "composite"
5 | steps:
6 | - name: Create LFS file list
7 | run: git lfs ls-files -l | cut -d' ' -f1 | sort > .lfs-assets-id
8 | shell: bash
9 |
10 | - name: Cache git lfs
11 | uses: actions/cache@v2
12 | with:
13 | path: .git/lfs
14 | key: lfs-format-${{ hashFiles('.lfs-assets-id') }}-v1.0.1
15 | # use previous cache if current one is not found
16 | restore-keys: |
17 | lfs-format-
18 |
19 | - name: Pull lfs data, if not cached
20 | run: git lfs pull
21 | shell: bash
22 |
--------------------------------------------------------------------------------
/.github/actions/setvars/action.yml:
--------------------------------------------------------------------------------
1 | # Reference from article "GitHub Actions share environment variables across workflows"
2 | # by AJ BAJADA from JUNE 23, 2021
3 | # source: https://arinco.com.au/blog/github-actions-share-environment-variables-across-workflows/
4 |
5 | name: 'Set environment variables'
6 | description: 'Configures environment variables for a workflow'
7 | inputs:
8 | varFilePath:
9 | description: 'File path to variable file or directory. Defaults to ./.github/variables/* if none specified and runs against each file in that directory.'
10 | required: false
11 | default: ./.github/variables/*
12 | runs:
13 | using: "composite"
14 | steps:
15 | - run: |
16 | sed "" ${{ inputs.varFilePath }} >> $GITHUB_ENV
17 | shell: bash
18 |
--------------------------------------------------------------------------------
/.github/actions/unity-library-cache/action.yml:
--------------------------------------------------------------------------------
1 | name: unity-library-cache
2 | description: "Unity Library Resources Reusable Workflow"
3 | inputs:
4 | target_platform:
5 | required: true
6 | type: string
7 | runs:
8 | using: "composite"
9 | steps:
10 | - name: Cache Library Folder
11 | uses: actions/cache@v2
12 | with:
13 | path: Library
14 | key: Library-${{ runner.os }}-${{ inputs.target_platform }}-${{ hashFiles('Packages/manifest.json') }}-v1.0.1
15 | restore-keys: |
16 | Library-${{ runner.os }}-${{ inputs.target_platform }}-
17 |
--------------------------------------------------------------------------------
/.github/disabled-workflows/activation.yml:
--------------------------------------------------------------------------------
1 | name: Acquire activation file
2 | on: [push]
3 | jobs:
4 | activation:
5 | name: Request manual activation file 🔑
6 | runs-on: ubuntu-latest
7 | steps:
8 | - uses: actions/checkout@v3
9 | - uses: ./.github/actions/setvars
10 | # Request manual activation file
11 | - name: Request manual activation file
12 | id: getManualLicenseFile
13 | uses: webbertakken/unity-request-manual-activation-file@v2.0-alpha-1
14 | with:
15 | unityVersion: ${{ env.UNITY_VERSION }}
16 | # Upload artifact (Unity_v20XX.X.XXXX.alf)
17 | - name: Expose as artifact
18 | uses: actions/upload-artifact@v1
19 | with:
20 | name: ${{ steps.getManualLicenseFile.outputs.filePath }}
21 | path: ${{ steps.getManualLicenseFile.outputs.filePath }}
--------------------------------------------------------------------------------
/.github/disabled-workflows/versioning.yml:
--------------------------------------------------------------------------------
1 | name: Update Unity project semantic versioning
2 |
3 | on:
4 | push:
5 | branches:
6 | - main
7 |
8 | jobs:
9 | create:
10 | name: Update semver
11 | runs-on: ubuntu-latest
12 |
13 | steps:
14 | # You must ALWAYS checkout your repo so that actions in the workflow can use it.
15 | - name: Checkout
16 | uses: actions/checkout@v2
17 |
18 | - name: Find ProjectSettings.asset & increment its bundleVersion number
19 | uses: AlexHolderDeveloper/UnityAutomatedSemver@v1.0.1
20 | id: semver-update
21 | with:
22 | semver-update-type: 'patch' # version number: "major.minor.patch"
23 |
24 | # Validate that the number has been incremented correctly.
25 | - name: Get the new semver number
26 | run: echo "The new semver number for this Unity project is ${{ steps.semver-update.outputs.semver-number }}"
27 |
28 | # Commit & push the updated semver number back into the repo. Yes, you have to fetch & pull in your local workstation after this step is done.
29 | - name: Push changed files back to repo
30 | uses: stefanzweifel/git-auto-commit-action@v4
31 | with:
32 | commit_message: "Updated semver via automated action."
33 | commit_options: '--no-verify --signoff'
34 |
--------------------------------------------------------------------------------
/.github/pull_request_template.md:
--------------------------------------------------------------------------------
1 | # Description
2 |
3 | Please include a summary of the change and which issue is fixed or what was added to the project.
4 |
5 | # How Has This Been Tested?
6 |
7 | Please describe the tests that you ran to verify your changes. Provide instructions so we can reproduce. Please also list any relevant details for your test configuration.
8 |
9 | # Checklist
10 |
11 | - [ ] My code follows the style guidelines of this project
12 | - [ ] I have performed a self-review of my own code
13 | - [ ] I have commented my code, particularly in hard-to-understand areas
14 | - [ ] I have made corresponding changes to the documentation
15 | - [ ] I have added tests that demonstrate the new feature or bugfix
16 | - [ ] New and existing unit and integrations tests pass locally with my changes
17 |
--------------------------------------------------------------------------------
/.github/variables/projectconfig.env:
--------------------------------------------------------------------------------
1 | PROJECT_NAME=NetworkStateMachineUnity
2 | UNITY_VERSION=2021.3.11f1
3 | PACKAGE_PATH=./Packages/com.nickmaltbie.networkstatemachineunity
4 |
--------------------------------------------------------------------------------
/.github/workflows/build-validation.yml:
--------------------------------------------------------------------------------
1 | name: Build Verification
2 |
3 | on:
4 | pull_request:
5 |
6 | env:
7 | UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
8 |
9 | jobs:
10 | build-verification:
11 | name: Build Validation for Pull Request
12 | runs-on: ubuntu-latest
13 | strategy:
14 | fail-fast: false
15 |
16 | steps:
17 | - uses: actions/checkout@v3
18 | - uses: ./.github/actions/setvars
19 | - uses: ./.github/actions/git-lfs-cache
20 | - uses: ./.github/actions/unity-library-cache
21 | with:
22 | target_platform: WebGL
23 |
24 | - uses: game-ci/unity-builder@v2.0.4
25 | with:
26 | unityVersion: ${{ env.UNITY_VERSION }}
27 | buildMethod: ScriptBatch.TestBuild_WebGL
28 |
--------------------------------------------------------------------------------
/.github/workflows/create-package.yml:
--------------------------------------------------------------------------------
1 | name: Create and Publish npm Package
2 |
3 | on:
4 | push:
5 | tags:
6 | - '*'
7 | release:
8 | types: [published]
9 |
10 | jobs:
11 | create-package:
12 | runs-on: ubuntu-latest
13 | steps:
14 | - uses: actions/checkout@v3
15 | - uses: ./.github/actions/git-lfs-cache
16 | - uses: ./.github/actions/setvars
17 |
18 | - name: Setup Package
19 | run: sh ./setup-package.sh ${{ env.PACKAGE_PATH }}
20 |
21 | - name: Get tag name
22 | uses: olegtarasov/get-tag@v2.1.1
23 | id: releaseTagName
24 |
25 | # Deploy build to release branch
26 | - name: Push package via Release Tag
27 | if: "${{ steps.releaseTagName.outputs.tag != '' }}"
28 | uses: ad-m/github-push-action@master
29 | with:
30 | github_token: ${{ secrets.GITHUB_TOKEN }}
31 | branch: release/${{ steps.releaseTagName.outputs.tag }}
32 | force: true
33 |
34 | - name: Git lfs Pull
35 | run: git lfs pull
36 | shell: bash
37 |
38 | # Publish to
39 | - name: Use Node.js 14
40 | uses: actions/setup-node@v3
41 | with:
42 | node-version: 14
43 | registry-url: https://registry.npmjs.org/
44 |
45 | - name: Publish Package to NpmJS
46 | run: npm publish
47 | continue-on-error: true
48 | env:
49 | NODE_AUTH_TOKEN: ${{ secrets.NPM_TOKEN }}
50 |
51 | # Restore back to original branch
52 | - uses: actions/checkout@v3
53 |
--------------------------------------------------------------------------------
/.github/workflows/deploy.yml:
--------------------------------------------------------------------------------
1 | name: Build and Deploy WebGL and Documentation
2 |
3 | concurrency: production-${{ github.ref }}
4 |
5 | on:
6 | push:
7 | branches:
8 | - 'main'
9 |
10 | env:
11 | UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
12 |
13 | jobs:
14 | create-package:
15 | name: Create release/latest branch
16 | runs-on: ubuntu-latest
17 | steps:
18 | - uses: nschloe/action-cached-lfs-checkout@v1
19 | - uses: ./.github/actions/setvars
20 |
21 | - name: Setup Package
22 | run: sh ./setup-package.sh ${{ env.PACKAGE_PATH }}
23 |
24 | # Deploy build to release branch
25 | - name: Push package
26 | uses: ad-m/github-push-action@master
27 | with:
28 | github_token: ${{ secrets.GITHUB_TOKEN }}
29 | branch: release/latest
30 | force: true
31 |
32 | build-and-deploy-app:
33 | name: Build and Deploy for Production WebGL
34 | runs-on: ubuntu-latest
35 | strategy:
36 | fail-fast: false
37 | steps:
38 | - uses: actions/checkout@v3
39 | - uses: ./.github/actions/setvars
40 | - uses: ./.github/actions/git-lfs-cache
41 | - uses: ./.github/actions/unity-library-cache
42 | with:
43 | target_platform: WebGL
44 |
45 | # Build the game deployment at build
46 | - uses: game-ci/unity-builder@v2.0.4
47 | with:
48 | unityVersion: ${{ env.UNITY_VERSION }}
49 | targetPlatform: WebGL
50 | buildMethod: ScriptBatch.OfficialBuild_WebGL
51 |
52 | # Deploy build to gh-pages branch
53 | - name: Deploy
54 | uses: peaceiris/actions-gh-pages@v3
55 | with:
56 | force_orphan: true
57 | publish_dir: Builds/${{ env.PROJECT_NAME }}-WebGL
58 | github_token: ${{ secrets.GITHUB_TOKEN }}
59 |
60 | # Build the documentation
61 | build-and-deploy-docs:
62 | runs-on: windows-latest # Required by DocFX
63 | needs: build-and-deploy-app
64 | steps:
65 | - uses: actions/checkout@v3
66 | - uses: ./.github/actions/setvars
67 | - uses: ./.github/actions/git-lfs-cache
68 |
69 | - name: Install DocFX
70 | run: choco install -y docfx
71 |
72 | - name: Build Website
73 | run: .\Documentation\build.cmd
74 |
75 | # Checkout to the previously created gh-pages branch
76 | - name: Deploy
77 | uses: peaceiris/actions-gh-pages@v3
78 | with:
79 | publish_dir: _site
80 | destination_dir: docs
81 | github_token: ${{ secrets.GITHUB_TOKEN }}
82 |
--------------------------------------------------------------------------------
/.github/workflows/format.yml:
--------------------------------------------------------------------------------
1 | name: Code and Docs Lint
2 |
3 | # Controls when the action will run. Triggers the workflow on push or pull request
4 | on:
5 | pull_request:
6 | push:
7 | branches:
8 | - 'main'
9 |
10 | env:
11 | UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
12 |
13 | jobs:
14 | dotnet-code-format:
15 | name: Dotnet Code Validation
16 | runs-on: ubuntu-latest
17 | strategy:
18 | fail-fast: false
19 |
20 | steps:
21 | - uses: actions/checkout@v3
22 | - uses: ./.github/actions/setvars
23 | - uses: ./.github/actions/git-lfs-cache
24 | - uses: ./.github/actions/unity-library-cache
25 | with:
26 | target_platform: WebGL
27 |
28 | - name: Ensure .sln file is generated
29 | uses: game-ci/unity-builder@v2.0.4
30 | with:
31 | unityVersion: ${{ env.UNITY_VERSION }}
32 | buildMethod: Packages.Rider.Editor.RiderScriptEditor.SyncSolution
33 |
34 | - name: Set up .NET
35 | uses: actions/setup-dotnet@v1
36 | with:
37 | dotnet-version: "6.0.x"
38 |
39 | # Restore dotnet tools. This handles cache implicitly.
40 | - run: dotnet tool restore
41 |
42 | - name: Format C# Code
43 | run: dotnet format workspace.sln --severity warn --verbosity detailed --exclude --exclude Library --verify-no-changes
44 |
45 | - name: Format C# Whitespace
46 | run: dotnet format whitespace workspace.sln --verbosity detailed --exclude Library --verify-no-changes
47 |
48 | lint-markdown:
49 | name: Lint Markdown Files
50 | runs-on: ubuntu-latest
51 | strategy:
52 | fail-fast: false
53 | steps:
54 | - name: Check out code
55 | uses: actions/checkout@v3
56 | - uses: ./.github/actions/setvars
57 |
58 | - name: Lint Markdown Files
59 | uses: avto-dev/markdown-lint@v1
60 | with:
61 | args: '.'
62 |
63 | # Build the documentation
64 | docfx-check:
65 | name: DocFx Documentation Validation
66 | runs-on: windows-latest # Required by DocFX
67 | strategy:
68 | fail-fast: false
69 | steps:
70 | - uses: actions/checkout@v3
71 | - uses: ./.github/actions/setvars
72 | - uses: ./.github/actions/git-lfs-cache
73 |
74 | - name: Install DocFX
75 | run: choco install -y docfx
76 |
77 | - name: Build Website
78 | run: .\Documentation\build.cmd
79 |
--------------------------------------------------------------------------------
/.github/workflows/tests-validation.yml:
--------------------------------------------------------------------------------
1 | name: Tests Validation
2 |
3 | on:
4 | pull_request:
5 | push:
6 | branches:
7 | - 'main'
8 |
9 | env:
10 | UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
11 |
12 | jobs:
13 | test-validation-pull-request:
14 | strategy:
15 | fail-fast: false
16 | name: Test Validation for Pull Request
17 | runs-on: ubuntu-latest
18 | steps:
19 | - uses: actions/checkout@v3
20 | - uses: ./.github/actions/setvars
21 | - uses: ./.github/actions/git-lfs-cache
22 | - uses: ./.github/actions/unity-library-cache
23 | with:
24 | target_platform: WebGL
25 |
26 | - name: Run All Tests for Unity ${{ env.UNITY_VERSION }}
27 | id: tests
28 | uses: game-ci/unity-test-runner@v2.1.0
29 | with:
30 | unityVersion: ${{ env.UNITY_VERSION }}
31 | testMode: All
32 | checkName: All Test Results
33 | customParameters: -testFilter "nickmaltbie.NetworkStateMachineUnity.*" -nographics
34 | coverageOptions: 'generateAdditionalMetrics;generateHtmlReport;generateBadgeReport;assemblyFilters:+nickmaltbie.NetworkStateMachineUnity'
35 |
36 | - name: Copy Coverage Results
37 | run: |
38 | mkdir -p allResults
39 | sudo cp -r ${{ steps.tests.outputs.coveragePath }} allResults/CodeCoverage
40 | sudo cp -r ${{ steps.tests.outputs.artifactsPath }} allResults/artifacts
41 |
42 | - name: Upload Results
43 | uses: actions/upload-artifact@v3
44 | with:
45 | name: Test & Coverage Results
46 | path: allResults
47 | retention-days: 7
48 |
49 | - name: Find Coverage
50 | id: coverage
51 | run: |
52 | echo ::set-output name=COVERAGE_FILE::$(find ${{ steps.tests.outputs.coveragePath }} -name "Summary.xml")
53 | find ${{ steps.tests.outputs.coveragePath }} -name "*.xml"
54 | ls -lah .
55 | ls -lah ${{ steps.tests.outputs.coveragePath }}
56 |
57 | - name: Line Coverage
58 | id: LineCoverage
59 | uses: QwerMike/xpath-action@v1
60 | with:
61 | filename: "${{ steps.coverage.outputs.COVERAGE_FILE }}"
62 | expression: '//CoverageReport/Summary/Linecoverage/text()'
63 |
64 | # - name: Branch Coverage
65 | # id: branchCoverage
66 | # uses: QwerMike/xpath-action@v1
67 | # with:
68 | # filename: "${{ env.COVERAGE_FILE }}"
69 | # expression: '//CoverageSession/Summary/@branchCoverage'
70 |
71 | - name: Parse Coverage
72 | id: ParseCoverage
73 | run: |
74 | echo ::set-output name=LINE_COVERAGE::$(cut -d "=" -f2- <<< ${{ steps.LineCoverage.outputs.result }})
75 |
76 | - name: Add PR Comment
77 | uses: mshick/add-pr-comment@v1
78 | with:
79 | message: |
80 | Test Coverage Results for ${{ matrix.testMode }}:
81 | Line Coverage: ${{ steps.ParseCoverage.outputs.LINE_COVERAGE }}%
82 | Link to run results: [https://github.com/${{ github.repository }}/actions/runs/${{ github.run_id }}](https://github.com/${{ github.repository }}/actions/runs/${{ github.run_id }})
83 | repo-token: ${{ secrets.GITHUB_TOKEN }}
84 | repo-token-user-login: 'github-actions[bot]' # The user.login for temporary GitHub tokens
85 | allow-repeats: false # This is the default
86 |
87 | # - name: Assert Coverage
88 | # run: |
89 | # python3 -c "assert ${{ steps.ParseCoverage.outputs.LINE_COVERAGE }} >= 100, 'Line Coverage must be 100%, is only ${{ env.LINE_COVERAGE }}%'"
90 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Uu]ser[Ss]ettings/
12 | /[Rr]ecordings/
13 | /[Cc]ode[Cc]overage/
14 | /[Tt]est[Rr]esults/
15 | /[Aa]ssets/[Ss]treaming[Aa]ssets/
16 |
17 | /[Pp]ackages/*/[Ss]amples~
18 |
19 | # MemoryCaptures can get excessive in size.
20 | # They also could contain extremely sensitive data
21 | /[Mm]emoryCaptures/
22 |
23 | # Asset meta data should only be ignored when the corresponding asset is also ignored
24 | !/[Aa]ssets/**/*.meta
25 | !/[Pp]ackages/**/*.meta
26 |
27 | # Uncomment this line if you wish to ignore the asset store tools plugin
28 | # /[Aa]ssets/AssetStoreTools*
29 |
30 | # Autogenerated Jetbrains Rider plugin
31 | /[Aa]ssets/Plugins/Editor/JetBrains*
32 |
33 | # Visual Studio cache directory
34 | .vs/
35 |
36 | # Gradle cache directory
37 | .gradle/
38 |
39 | # Autogenerated VS/MD/Consulo solution and project files
40 | ExportedObj/
41 | .consulo/
42 | *.csproj
43 | *.unityproj
44 | *.sln
45 | *.suo
46 | *.tmp
47 | *.user
48 | *.userprefs
49 | *.pidb
50 | *.booproj
51 | *.svd
52 | *.pdb
53 | *.mdb
54 | *.opendb
55 | *.VC.db
56 |
57 | # Unity3D generated meta files
58 | *.pidb.meta
59 | *.pdb.meta
60 | *.mdb.meta
61 |
62 | # Unity3D generated file on crash reports
63 | sysinfo.txt
64 |
65 | # Builds
66 | *.apk
67 | *.aab
68 | *.unitypackage
69 |
70 | # Crashlytics generated file
71 | crashlytics-build.properties
72 |
73 | # Packed Addressables
74 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
75 |
76 | # Temporary auto-generated Android Assets
77 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
78 | /[Aa]ssets/[Ss]treamingAssets/aa/*
79 |
80 | # Blender backup files
81 | *.blend[0-9]
82 | *.blend[0-9].meta
83 |
84 | # Temporary asset list for building
85 | .lfs-assets-id
86 |
87 | # Scene dependency cache for unity
88 | /[Aa]ssets/SceneDependencyCache
89 | /[Aa]ssets/SceneDependencyCache/*
90 | /[Aa]ssets/SceneDependencyCache.meta
91 |
92 | # Temporary assets creating for builds
93 | /[Aa]ssets/StreamingAssets
94 | /[Aa]ssets/StreamingAssets.meta
95 |
96 | # Ignore package settings
97 | /ProjectSettings/Packages
98 |
99 | # Documentation
100 | Assets/**/obj*
101 | _site/
102 | Documentation/api/
103 | Documentation/latest/api/
104 | Documentation/**/CHANGELOG.md
105 | Documentation/Demo/
106 | Documentation/index.*
107 | Documentation/LICENSE.txt
108 | Documentation/obj/
109 | Packages/**/obj*
110 |
--------------------------------------------------------------------------------
/.markdownlintignore:
--------------------------------------------------------------------------------
1 | .githooks
2 | .config
3 | Packages
4 | Assets/NuGet
5 | Assets/Packages
6 | CodeCoverage
7 | Builds
8 | Logs
9 | Library
10 |
11 | Assets/WebGLTemplates/Better2020-LICENSE.md
12 |
13 | pull_request_template.md
14 |
--------------------------------------------------------------------------------
/.vscode/settings.json:
--------------------------------------------------------------------------------
1 | {
2 | "files.exclude":
3 | {
4 | "**/.DS_Store":true,
5 | "**/.git":true,
6 | "**/.gitignore":true,
7 | "**/.gitmodules":true,
8 | "**/*.booproj":true,
9 | "**/*.pidb":true,
10 | "**/*.suo":true,
11 | "**/*.user":true,
12 | "**/*.userprefs":true,
13 | "**/*.unityproj":true,
14 | "**/*.dll":true,
15 | "**/*.exe":true,
16 | "**/*.pdf":true,
17 | "**/*.mid":true,
18 | "**/*.midi":true,
19 | "**/*.wav":true,
20 | "**/*.gif":true,
21 | "**/*.ico":true,
22 | "**/*.jpg":true,
23 | "**/*.jpeg":true,
24 | "**/*.png":true,
25 | "**/*.psd":true,
26 | "**/*.tga":true,
27 | "**/*.tif":true,
28 | "**/*.tiff":true,
29 | "**/*.3ds":true,
30 | "**/*.3DS":true,
31 | "**/*.fbx":true,
32 | "**/*.FBX":true,
33 | "**/*.lxo":true,
34 | "**/*.LXO":true,
35 | "**/*.ma":true,
36 | "**/*.MA":true,
37 | "**/*.obj":true,
38 | "**/*.OBJ":true,
39 | "**/*.asset":true,
40 | "**/*.cubemap":true,
41 | "**/*.flare":true,
42 | "**/*.mat":true,
43 | "**/*.meta":true,
44 | "**/*.prefab":true,
45 | "**/*.unity":true,
46 | "build/":true,
47 | "Build/":true,
48 | "Library/":true,
49 | "library/":true,
50 | "obj/":true,
51 | "Obj/":true,
52 | "ProjectSettings/":true,
53 | "temp/":true,
54 | "Temp/":true
55 | }
56 | }
--------------------------------------------------------------------------------
/.vsconfig:
--------------------------------------------------------------------------------
1 | {
2 | "version": "1.0",
3 | "components": [
4 | "Microsoft.VisualStudio.Workload.ManagedGame"
5 | ]
6 | }
7 |
--------------------------------------------------------------------------------
/Assets/Editor.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: e7b81e2d169b0be4c8c838df46310327
3 | folderAsset: yes
4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
7 | assetBundleName:
8 | assetBundleVariant:
9 |
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--------------------------------------------------------------------------------
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2 | guid: 3d38b9f44d47d4b4db827d4d1d0ab4d7
3 | MonoImporter:
4 | externalObjects: {}
5 | serializedVersion: 2
6 | defaultReferences: []
7 | executionOrder: 0
8 | icon: {instanceID: 0}
9 | userData:
10 | assetBundleName:
11 | assetBundleVariant:
12 |
--------------------------------------------------------------------------------
/Assets/Editor/Constants.cs:
--------------------------------------------------------------------------------
1 | #pragma warning disable IDE0073 // The file header does not match the required text
2 |
3 | // Copyright (C) 2022 Nicholas Maltbie
4 | //
5 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
6 | // associated documentation files (the "Software"), to deal in the Software without restriction,
7 | // including without limitation the rights to use, copy, modify, merge, publish, distribute,
8 | // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
9 | // furnished to do so, subject to the following conditions:
10 | //
11 | // The above copyright notice and this permission notice shall be included in all copies or
12 | // substantial portions of the Software.
13 | //
14 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
15 | // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
16 | // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
17 | // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
18 | // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
19 | // SOFTWARE.
20 |
21 | ///
22 | /// Constants for the project
23 | ///
24 | public static class Constants
25 | {
26 | ///
27 | /// Folder application project is stored in.
28 | ///
29 | public static string ProjectName = "NetworkStateMachineUnity";
30 | }
31 |
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8 | icon: {instanceID: 0}
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10 | assetBundleName:
11 | assetBundleVariant:
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9 | userData:
10 | assetBundleName:
11 | assetBundleVariant:
12 |
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/Assets/NuGet.config:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
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7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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10 | furnished to do so, subject to the following conditions:
11 |
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13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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1 | Copyright 2004-2021 Castle Project - http://www.castleproject.org/
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3 | Licensed under the Apache License, Version 2.0 (the "License");
4 | you may not use this file except in compliance with the License.
5 | You may obtain a copy of the License at
6 |
7 | http://www.apache.org/licenses/LICENSE-2.0
8 |
9 | Unless required by applicable law or agreed to in writing, software
10 | distributed under the License is distributed on an "AS IS" BASIS,
11 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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1 | Thanks for downloading this Castle package.
2 | You can find full list of changes in CHANGELOG.md
3 |
4 | Documentation (work in progress, contributions appreciated):
5 | DictionaryAdapter: https://github.com/castleproject/Core/blob/master/docs/dictionaryadapter.md
6 | DynamicProxy: https://github.com/castleproject/Core/blob/master/docs/dynamicproxy.md
7 | Discussion group: http://groups.google.com/group/castle-project-users
8 | StackOverflow tags: castle-dynamicproxy, castle-dictionaryadapter, castle
9 |
10 | Issue tracker: https://github.com/castleproject/Core/issues
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3 | Copyright (c) .NET Foundation and Contributors
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7 | Permission is hereby granted, free of charge, to any person obtaining a copy
8 | of this software and associated documentation files (the "Software"), to deal
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12 | furnished to do so, subject to the following conditions:
13 |
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15 | copies or substantial portions of the Software.
16 |
17 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
20 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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1 | // Copyright (C) 2022 Nicholas Maltbie
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
4 | // associated documentation files (the "Software"), to deal in the Software without restriction,
5 | // including without limitation the rights to use, copy, modify, merge, publish, distribute,
6 | // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
7 | // furnished to do so, subject to the following conditions:
8 | //
9 | // The above copyright notice and this permission notice shall be included in all copies or
10 | // substantial portions of the Software.
11 | //
12 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
13 | // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
14 | // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
15 | // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
16 | // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
17 | // SOFTWARE.
18 |
19 | using System.Collections.Generic;
20 | using Unity.Netcode;
21 | using UnityEngine;
22 |
23 | namespace nickmaltbie.NetworkStateMachineUnity
24 | {
25 | public class NetworkCommandLine : MonoBehaviour
26 | {
27 | private NetworkManager netManager;
28 |
29 | public void Start()
30 | {
31 | netManager = GetComponentInParent();
32 |
33 | if (Application.isEditor)
34 | {
35 | return;
36 | }
37 |
38 | Dictionary args = GetCommandlineArgs();
39 |
40 | if (args.TryGetValue("-mode", out string mode))
41 | {
42 | switch (mode)
43 | {
44 | case "server":
45 | netManager.StartServer();
46 | break;
47 | case "host":
48 | netManager.StartHost();
49 | break;
50 | case "client":
51 |
52 | netManager.StartClient();
53 | break;
54 | }
55 | }
56 | }
57 |
58 | private Dictionary GetCommandlineArgs()
59 | {
60 | var argDictionary = new Dictionary();
61 |
62 | string[] args = System.Environment.GetCommandLineArgs();
63 |
64 | for (int i = 0; i < args.Length; ++i)
65 | {
66 | string arg = args[i].ToLower();
67 |
68 | if (arg.StartsWith("-"))
69 | {
70 | string value = i < args.Length - 1 ? args[i + 1].ToLower() : null;
71 | value = (value?.StartsWith("-") ?? false) ? null : value;
72 |
73 | argDictionary.Add(arg, value);
74 | }
75 | }
76 |
77 | return argDictionary;
78 | }
79 | }
80 | }
81 |
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1 | // Copyright (C) 2022 Nicholas Maltbie
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
4 | // associated documentation files (the "Software"), to deal in the Software without restriction,
5 | // including without limitation the rights to use, copy, modify, merge, publish, distribute,
6 | // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
7 | // furnished to do so, subject to the following conditions:
8 | //
9 | // The above copyright notice and this permission notice shall be included in all copies or
10 | // substantial portions of the Software.
11 | //
12 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
13 | // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
14 | // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
15 | // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
16 | // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
17 | // SOFTWARE.
18 |
19 | using System.Linq;
20 | using System.Text;
21 | using TMPro;
22 | using Unity.Netcode;
23 | using UnityEngine;
24 |
25 | namespace nickmaltbie.NetworkStateMachineUnity.Example
26 | {
27 | ///
28 | /// Example label for a ExampleSMLabel.
29 | ///
30 | public class NetworkSMLabel : MonoBehaviour
31 | {
32 | public void Update()
33 | {
34 | ExampleNetworkSM[] players = GameObject.FindObjectsOfType();
35 | var targetText = new StringBuilder();
36 |
37 | foreach (ExampleNetworkSM player in players
38 | .OrderBy(players => players.GetComponent().OwnerClientId))
39 | {
40 | NetworkObject networkObject = player.GetComponent();
41 |
42 | string currentState = player?.CurrentState.ToString() ?? "null";
43 | if (currentState.Contains("+"))
44 | {
45 | currentState = currentState.Substring(currentState.LastIndexOf("+") + 1);
46 | }
47 |
48 | targetText.AppendLine($"Player: {networkObject.OwnerClientId}\n CurrentState: {currentState}");
49 | }
50 |
51 | if (players.Length == 0)
52 | {
53 | targetText.AppendLine($"No Players Connected.");
54 | }
55 |
56 | TextMeshProUGUI label = GetComponent();
57 | label.text = targetText.ToString();
58 | }
59 | }
60 | }
61 |
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4 | "references": [
5 | "Unity.Netcode.Runtime",
6 | "nickmaltbie.NetworkStateMachineUnity",
7 | "nickmaltbie.StateMachineUnity",
8 | "nickmaltbie.ScreenManager.TestCommon",
9 | "Unity.InputSystem",
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1 | // Copyright (C) 2022 Nicholas Maltbie
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
4 | // associated documentation files (the "Software"), to deal in the Software without restriction,
5 | // including without limitation the rights to use, copy, modify, merge, publish, distribute,
6 | // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
7 | // furnished to do so, subject to the following conditions:
8 | //
9 | // The above copyright notice and this permission notice shall be included in all copies or
10 | // substantial portions of the Software.
11 | //
12 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
13 | // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
14 | // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
15 | // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
16 | // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
17 | // SOFTWARE.
18 |
19 | using Unity.Netcode.Components;
20 |
21 | namespace nickmaltbie.NetworkStateMachineUnity.ExampleAnim
22 | {
23 | public class ClientNetworkTransform : NetworkTransform
24 | {
25 | protected override bool OnIsServerAuthoritative() => false;
26 | }
27 | }
28 |
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1 | // Copyright (C) 2022 Nicholas Maltbie
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
4 | // associated documentation files (the "Software"), to deal in the Software without restriction,
5 | // including without limitation the rights to use, copy, modify, merge, publish, distribute,
6 | // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
7 | // furnished to do so, subject to the following conditions:
8 | //
9 | // The above copyright notice and this permission notice shall be included in all copies or
10 | // substantial portions of the Software.
11 | //
12 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
13 | // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
14 | // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
15 | // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
16 | // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
17 | // SOFTWARE.
18 |
19 | using nickmaltbie.ScreenManager;
20 | using Unity.Netcode;
21 | using UnityEngine;
22 | using UnityEngine.UI;
23 |
24 | namespace nickmaltbie.NetworkStateMachineUnity.ExampleAnim
25 | {
26 | public class DisconnectAction : MonoBehaviour
27 | {
28 | public Button disconnectButton;
29 | public GameObject offlineScreen;
30 |
31 | private enum NetworkState
32 | {
33 | Host,
34 | Server,
35 | Client,
36 | None
37 | }
38 |
39 | private NetworkState previousState;
40 |
41 | public void Update()
42 | {
43 | NetworkState state = NetworkState.None;
44 | if (NetworkManager.Singleton.IsHost)
45 | {
46 | disconnectButton.GetComponentInChildren().text = "Stop Host";
47 | state = NetworkState.Host;
48 | }
49 | else if (NetworkManager.Singleton.IsServer)
50 | {
51 | disconnectButton.GetComponentInChildren().text = "Stop Server";
52 | state = NetworkState.Server;
53 | }
54 | else if (NetworkManager.Singleton.IsClient)
55 | {
56 | disconnectButton.GetComponentInChildren().text = "Disconnect";
57 | state = NetworkState.Client;
58 | }
59 |
60 | disconnectButton.gameObject.SetActive(state != NetworkState.None);
61 |
62 | if (state != previousState)
63 | {
64 | disconnectButton.onClick.RemoveAllListeners();
65 | disconnectButton.onClick.AddListener(() =>
66 | {
67 | NetworkManager.Singleton.Shutdown();
68 | UIManager.Instance.SetScreen(offlineScreen.name);
69 | });
70 | }
71 |
72 | previousState = state;
73 | }
74 | }
75 | }
76 |
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1 | // Copyright (C) 2022 Nicholas Maltbie
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
4 | // associated documentation files (the "Software"), to deal in the Software without restriction,
5 | // including without limitation the rights to use, copy, modify, merge, publish, distribute,
6 | // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
7 | // furnished to do so, subject to the following conditions:
8 | //
9 | // The above copyright notice and this permission notice shall be included in all copies or
10 | // substantial portions of the Software.
11 | //
12 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
13 | // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
14 | // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
15 | // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
16 | // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
17 | // SOFTWARE.
18 |
19 | using System.Linq;
20 | using System.Text;
21 | using TMPro;
22 | using Unity.Netcode;
23 | using UnityEngine;
24 |
25 | namespace nickmaltbie.NetworkStateMachineUnity.ExampleAnim
26 | {
27 | ///
28 | /// Example label for a ExampleSMLabel.
29 | ///
30 | public class NetworkSMAnimLabel : MonoBehaviour
31 | {
32 | public void Update()
33 | {
34 | ExampleNetworkSMAnim[] players = GameObject.FindObjectsOfType();
35 | var targetText = new StringBuilder();
36 |
37 | foreach (ExampleNetworkSMAnim player in players
38 | .OrderBy(players => players.GetComponent().OwnerClientId))
39 | {
40 | NetworkObject networkObject = player.GetComponent();
41 |
42 | string currentState = player?.CurrentState.ToString() ?? "null";
43 | if (currentState.Contains("+"))
44 | {
45 | currentState = currentState.Substring(currentState.LastIndexOf("+") + 1);
46 | }
47 |
48 | targetText.AppendLine($"Player: {networkObject.OwnerClientId}\n CurrentState: {currentState}\n AnimState: {player?.CurrentAnimationState}");
49 | }
50 |
51 | if (players.Length == 0)
52 | {
53 | targetText.AppendLine($"No Players Connected.");
54 | }
55 |
56 | TextMeshProUGUI label = GetComponent();
57 | label.text = targetText.ToString();
58 | }
59 | }
60 | }
61 |
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8 | "nickmaltbie.NetworkStateMachineUnity",
9 | "nickmaltbie.ScreenManager",
10 | "nickmaltbie.StateMachineUnity",
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1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field SSD" {
7 |
8 | Properties {
9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 | _MaskTex ("Mask Texture", 2D) = "white" {}
46 | _MaskInverse ("Inverse", float) = 0
47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
50 |
51 | _StencilComp ("Stencil Comparison", Float) = 8
52 | _Stencil ("Stencil ID", Float) = 0
53 | _StencilOp ("Stencil Operation", Float) = 0
54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
55 | _StencilReadMask ("Stencil Read Mask", Float) = 255
56 |
57 | _CullMode ("Cull Mode", Float) = 0
58 | _ColorMask ("Color Mask", Float) = 15
59 | }
60 |
61 | SubShader {
62 | Tags {
63 | "Queue"="Transparent"
64 | "IgnoreProjector"="True"
65 | "RenderType"="Transparent"
66 | }
67 |
68 | Stencil
69 | {
70 | Ref [_Stencil]
71 | Comp [_StencilComp]
72 | Pass [_StencilOp]
73 | ReadMask [_StencilReadMask]
74 | WriteMask [_StencilWriteMask]
75 | }
76 |
77 | Cull [_CullMode]
78 | ZWrite Off
79 | Lighting Off
80 | Fog { Mode Off }
81 | ZTest [unity_GUIZTestMode]
82 | Blend One OneMinusSrcAlpha
83 | ColorMask [_ColorMask]
84 |
85 | Pass {
86 | CGPROGRAM
87 | #pragma vertex VertShader
88 | #pragma fragment PixShader
89 | #pragma shader_feature __ OUTLINE_ON
90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
91 |
92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
94 |
95 | #include "UnityCG.cginc"
96 | #include "UnityUI.cginc"
97 | #include "TMPro_Properties.cginc"
98 |
99 | #include "TMPro_Mobile.cginc"
100 |
101 | ENDCG
102 | }
103 | }
104 |
105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
106 | }
107 |
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1 | Shader "TextMeshPro/Sprite"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _CullMode ("Cull Mode", Float) = 0
15 | _ColorMask ("Color Mask", Float) = 15
16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
17 |
18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
19 | }
20 |
21 | SubShader
22 | {
23 | Tags
24 | {
25 | "Queue"="Transparent"
26 | "IgnoreProjector"="True"
27 | "RenderType"="Transparent"
28 | "PreviewType"="Plane"
29 | "CanUseSpriteAtlas"="True"
30 | }
31 |
32 | Stencil
33 | {
34 | Ref [_Stencil]
35 | Comp [_StencilComp]
36 | Pass [_StencilOp]
37 | ReadMask [_StencilReadMask]
38 | WriteMask [_StencilWriteMask]
39 | }
40 |
41 | Cull [_CullMode]
42 | Lighting Off
43 | ZWrite Off
44 | ZTest [unity_GUIZTestMode]
45 | Blend SrcAlpha OneMinusSrcAlpha
46 | ColorMask [_ColorMask]
47 |
48 | Pass
49 | {
50 | Name "Default"
51 | CGPROGRAM
52 | #pragma vertex vert
53 | #pragma fragment frag
54 | #pragma target 2.0
55 |
56 | #include "UnityCG.cginc"
57 | #include "UnityUI.cginc"
58 |
59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
61 |
62 | struct appdata_t
63 | {
64 | float4 vertex : POSITION;
65 | float4 color : COLOR;
66 | float2 texcoord : TEXCOORD0;
67 | UNITY_VERTEX_INPUT_INSTANCE_ID
68 | };
69 |
70 | struct v2f
71 | {
72 | float4 vertex : SV_POSITION;
73 | fixed4 color : COLOR;
74 | float2 texcoord : TEXCOORD0;
75 | float4 worldPosition : TEXCOORD1;
76 | UNITY_VERTEX_OUTPUT_STEREO
77 | };
78 |
79 | sampler2D _MainTex;
80 | fixed4 _Color;
81 | fixed4 _TextureSampleAdd;
82 | float4 _ClipRect;
83 | float4 _MainTex_ST;
84 |
85 | v2f vert(appdata_t v)
86 | {
87 | v2f OUT;
88 | UNITY_SETUP_INSTANCE_ID(v);
89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
90 | OUT.worldPosition = v.vertex;
91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
92 |
93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
94 |
95 | OUT.color = v.color * _Color;
96 | return OUT;
97 | }
98 |
99 | fixed4 frag(v2f IN) : SV_Target
100 | {
101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
102 |
103 | #ifdef UNITY_UI_CLIP_RECT
104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
105 | #endif
106 |
107 | #ifdef UNITY_UI_ALPHACLIP
108 | clip (color.a - 0.001);
109 | #endif
110 |
111 | return color;
112 | }
113 | ENDCG
114 | }
115 | }
116 | }
117 |
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1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
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1 | // UI Editable properties
2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance
3 | uniform float _FaceUVSpeedX;
4 | uniform float _FaceUVSpeedY;
5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity
6 | uniform float _FaceDilate; // v[ 0, 1]
7 | uniform float _OutlineSoftness; // v[ 0, 1]
8 |
9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
10 | uniform float _OutlineUVSpeedX;
11 | uniform float _OutlineUVSpeedY;
12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
13 | uniform float _OutlineWidth; // v[ 0, 1]
14 |
15 | uniform float _Bevel; // v[ 0, 1]
16 | uniform float _BevelOffset; // v[-1, 1]
17 | uniform float _BevelWidth; // v[-1, 1]
18 | uniform float _BevelClamp; // v[ 0, 1]
19 | uniform float _BevelRoundness; // v[ 0, 1]
20 |
21 | uniform sampler2D _BumpMap; // Normal map
22 | uniform float _BumpOutline; // v[ 0, 1]
23 | uniform float _BumpFace; // v[ 0, 1]
24 |
25 | uniform samplerCUBE _Cube; // Cube / sphere map
26 | uniform fixed4 _ReflectFaceColor; // RGB intensity
27 | uniform fixed4 _ReflectOutlineColor;
28 | //uniform float _EnvTiltX; // v[-1, 1]
29 | //uniform float _EnvTiltY; // v[-1, 1]
30 | uniform float3 _EnvMatrixRotation;
31 | uniform float4x4 _EnvMatrix;
32 |
33 | uniform fixed4 _SpecularColor; // RGB intensity
34 | uniform float _LightAngle; // v[ 0,Tau]
35 | uniform float _SpecularPower; // v[ 0, 1]
36 | uniform float _Reflectivity; // v[ 5, 15]
37 | uniform float _Diffuse; // v[ 0, 1]
38 | uniform float _Ambient; // v[ 0, 1]
39 |
40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
41 | uniform float _UnderlayOffsetX; // v[-1, 1]
42 | uniform float _UnderlayOffsetY; // v[-1, 1]
43 | uniform float _UnderlayDilate; // v[-1, 1]
44 | uniform float _UnderlaySoftness; // v[ 0, 1]
45 |
46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity
47 | uniform float _GlowOffset; // v[-1, 1]
48 | uniform float _GlowOuter; // v[ 0, 1]
49 | uniform float _GlowInner; // v[ 0, 1]
50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
51 |
52 | // API Editable properties
53 | uniform float _ShaderFlags;
54 | uniform float _WeightNormal;
55 | uniform float _WeightBold;
56 |
57 | uniform float _ScaleRatioA;
58 | uniform float _ScaleRatioB;
59 | uniform float _ScaleRatioC;
60 |
61 | uniform float _VertexOffsetX;
62 | uniform float _VertexOffsetY;
63 |
64 | //uniform float _UseClipRect;
65 | uniform float _MaskID;
66 | uniform sampler2D _MaskTex;
67 | uniform float4 _MaskCoord;
68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
69 | //uniform float _MaskWipeControl;
70 | //uniform float _MaskEdgeSoftness;
71 | //uniform fixed4 _MaskEdgeColor;
72 | //uniform bool _MaskInverse;
73 |
74 | uniform float _MaskSoftnessX;
75 | uniform float _MaskSoftnessY;
76 |
77 | // Font Atlas properties
78 | uniform sampler2D _MainTex;
79 | uniform float _TextureWidth;
80 | uniform float _TextureHeight;
81 | uniform float _GradientScale;
82 | uniform float _ScaleX;
83 | uniform float _ScaleY;
84 | uniform float _PerspectiveFilter;
85 | uniform float _Sharpness;
86 |
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1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
2 |
3 | Please visit their website to view the complete set of their emojis and review their licensing terms.
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2 | oid sha256:a87b965a701de3dc31d7401e542b1fc946587f912c51d7a26e46ade9f098bd1a
3 | size 112319
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1 |
2 |
3 |
4 |
5 |
6 |
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12 | validateReferences: 1
13 | platformData:
14 | - first:
15 | Any:
16 | second:
17 | enabled: 0
18 | settings: {}
19 | - first:
20 | Editor: Editor
21 | second:
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23 | settings:
24 | DefaultValueInitialized: true
25 | - first:
26 | Windows Store Apps: WindowsStoreApps
27 | second:
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/Contributing.md:
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1 | # Contributing Guidelines
2 |
3 | Before adding anything to the project, make sure to follow the following steps
4 |
5 | ## 1. Check Out a New Branch
6 |
7 | Whenever you are working on a new feature, make sure to checkout a new branch.
8 | (where `$username` is your own username on github).
9 |
10 | ```bash
11 | git checkout -b $username/feature_name
12 | ```
13 |
14 | ## 2. Document Your Code
15 |
16 | Whenever you are adding new features or changing the code, make sure to add
17 | documentation. Use the
18 | [C# XML Documentation Comments](https://marketplace.visualstudio.com/items?itemName=k--kato.docomment)
19 | for documentation. This uses XML Documentation for C#. If you have any questions
20 | about this code, reference the
21 | [doxygen manual](http://www.doxygen.nl/manual/xmlcmds.html).
22 |
23 | ## 3. Make a Pull Request
24 |
25 | You cannot push directly to `main`, you must make a pull request, have it
26 | reviewed by other contributors, then commit it to the repository. Only make
27 | a PR when the feature is ready to be added or is a significant change in
28 | a development feature.
29 |
30 | Also, you must ensure you code is up to date. To do this rebase with `main`
31 | (keep commit logs easy to understand). Do this by executing the
32 | following commands.
33 |
34 | ```bash
35 | # Assuming working on some feature branch named $feature_name
36 |
37 | # Go to feature branch
38 | git checkout $feature_name
39 | # Fetch up to date main
40 | git fetch origin main
41 | # Rebase current branch with main
42 | git rebase origin/main
43 | ```
44 |
45 | See [Creating a pull request](https://help.github.com/en/github/collaborating-with-issues-and-pull-requests/creating-a-pull-request)
46 | guide from github for any more questions about how to make pull requests.
47 |
48 | As far as coding style, please try to stay consistent with
49 | [Csharp Coding Guidelines](https://wiki.unity3d.com/index.php/Csharp_Coding_Guidelines)
50 | from Unity's reference guide.
51 |
52 | ## 4. Style Check
53 |
54 | In order to finish your PR, ensure you code follows the style guidelines of the
55 | project. The rules for our style are defined in the `.editorconfig`
56 | file and there is a pre-commit hook that will execute whenever you make a
57 | commit to the repository. In addition there is a github actions workflow that
58 | will verify the style of all changed files.
59 |
60 | ```PowerShell
61 | dotnet tool restore
62 | dotnet format --fix-style warn -v d .\NetworkStateMachineUnity.sln --check
63 | ```
64 |
65 | ## 5. Done
66 |
67 | If you follow all these steps, we should have a clean, working `main` branch.
68 |
--------------------------------------------------------------------------------
/Documentation/build.cmd:
--------------------------------------------------------------------------------
1 | @REM Setup files for website
2 | echo Setting up website and copying files
3 | copy %~dp0\..\README.md %~dp0\index.md
4 | copy %~dp0\..\LICENSE.txt %~dp0\LICENSE.txt
5 | copy %~dp0\..\Packages\com.nickmaltbie.networkstatemachineunity\CHANGELOG.md %~dp0\changelog\CHANGELOG.md
6 | xcopy /E /S /Y %~dp0\..\Demo %~dp0\Demo\
7 |
8 | @REM Generate website with docfx
9 | echo Building code metadata
10 | docfx metadata %~dp0\docfx.json --warningsAsErrors --logLevel verbose --force && (
11 | echo Successfuly generated metadata for C# code formatting
12 | ) || (
13 | echo Could not properly generate metadata for C# code formatting
14 | exit /b 1
15 | )
16 |
17 | echo Generating website
18 | docfx build %~dp0\docfx.json --warningsAsErrors --logLevel verbose && (
19 | echo Successfuly generated website for documentation
20 | ) || (
21 | echo Could not properly website for documentation
22 | exit /b 1
23 | )
24 |
--------------------------------------------------------------------------------
/Documentation/build.sh:
--------------------------------------------------------------------------------
1 | BASEDIR=$(dirname "$0")
2 |
3 | # Setup files for website
4 | echo "Setting up website and copying files"
5 | cp $BASEDIR/../README.md $BASEDIR/index.md
6 | cp $BASEDIR/../LICENSE.txt $BASEDIR/LICENSE.txt
7 | cp $BASEDIR/../Packages/com.nickmaltbie.networkstatemachineunity/CHANGELOG.md $BASEDIR/CHANGELOG.md
8 | cp -r $BASEDIR/../Demo $BASEDIR/Demo
9 |
10 | # Generate website with docfx
11 | echo "Building code metadata"
12 | docfx metadata $BASEDIR/docfx.json --warningsAsErrors --logLevel verbose --force
13 |
14 | echo "Generating website"
15 | docfx build $BASEDIR/docfx.json --warningsAsErrors --logLevel verbose
16 |
--------------------------------------------------------------------------------
/Documentation/changelog/toc.yml:
--------------------------------------------------------------------------------
1 | # Changelog is populated from Packages\com.nickmaltbie.NetworkStateMachineUnity\CHANGELOG.md
2 | # as part of build script.
3 |
4 | - name: Changelog
5 | href: CHANGELOG.md
--------------------------------------------------------------------------------
/Documentation/docfx.json:
--------------------------------------------------------------------------------
1 | {
2 | "metadata": [
3 | {
4 | "src": [
5 | {
6 | "src": "../Packages/com.nickmaltbie.NetworkStateMachineUnity",
7 | "files": [
8 | "**/*.cs"
9 | ]
10 | }
11 | ],
12 | "globalNamespaceId": "Global",
13 | "filter": "filterConfig.yml",
14 | "dest": "api",
15 | "version": "latest"
16 | }
17 | ],
18 | "build": {
19 | "globalMetadata": {
20 | "_appTitle": "Network State Machine Unity Documentation",
21 | "_appFooter": "Network State Machine Unity Documentation",
22 | "_enableSearch": true
23 | },
24 | "content": [
25 | {
26 | "files": [
27 | "toc.yml",
28 | "index.md"
29 | ]
30 | },
31 | {
32 | "src": "api",
33 | "files": [
34 | "toc.yml",
35 | "*.yml"
36 | ],
37 | "dest": "api"
38 | },
39 | {
40 | "src": "changelog",
41 | "files":
42 | [
43 | "toc.yml",
44 | "*.md"
45 | ],
46 | "dest": "changelog"
47 | },
48 | {
49 | "src": "manual",
50 | "files": [
51 | "toc.yml",
52 | "*.md"
53 | ],
54 | "dest": "manual"
55 | }
56 | ],
57 | "overwrite": [
58 | {
59 | "src": "../Packages/com.nickmaltbie.NetworkStateMachineUnity",
60 | "files": [
61 | "**/*.cs"
62 | ]
63 | }
64 | ],
65 | "resource": [
66 | {
67 | "src": ".",
68 | "files": [
69 | "resources/**/*",
70 | "Demo/**/*",
71 | "LICENSE.txt"
72 | ]
73 | }
74 | ],
75 | "sitemap": {
76 | "baseUrl": "https://nickmaltbie.com/NetworkStateMachineUnity/docs",
77 | "changefreq": "weekly",
78 | "fileOptions": {
79 | "latest/api/*": {
80 | "changefreq": "daily"
81 | }
82 | }
83 | },
84 | "xref": [
85 | "https://normanderwan.github.io/UnityXrefMaps/xrefmap.yml",
86 | "https://nickmaltbie.com/TestUtilsUnity/docs/xrefmap.yml",
87 | "https://nickmaltbie.com/StateMachineUnity/docs/xrefmap.yml"
88 | ],
89 | "xrefService": [
90 | "https://xref.docs.microsoft.com/query?uid={uid}"
91 | ],
92 | "dest": "../_site"
93 | }
94 | }
--------------------------------------------------------------------------------
/Documentation/filterConfig.yml:
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1 | apiRules:
2 | - include:
3 | uidRegex: ^nickmaltbie\.NetworkStateMachineUnity
4 | type: Namespace
5 | - include:
6 | uidRegex: ^nickmaltbie\.NetworkStateMachineUnity\.*
7 | type: Namespace
8 | - exclude:
9 | uidRegex: .*
10 | type: Namespace
--------------------------------------------------------------------------------
/Documentation/manual/introduction.md:
--------------------------------------------------------------------------------
1 | # Template Unity Package Introduction
2 |
3 | Introduction to Nick Maltbie's Network state Machine Unity project..
4 |
5 | Extension of the [StateMachineUnity](https://nickmaltbie.com/StateMachineUnity/docs/)
6 | project to work with [Unity's netcode package](https://docs-multiplayer.unity3d.com/netcode/current/about)
7 |
8 | to allow for managing a state machine over a network.
9 |
10 | ## Installation
11 |
12 | Install the latest version of the project by importing a project via git
13 | at this URL:
14 | `https://github.com/nicholas-maltbie/NetworkStateMachineUnity.git#release/latest`
15 |
16 | If you want to reference a specific tag of the project such as version `v1.0.0`,
17 | add a `release/#v1.0.0` to the end of the git URL to download the package
18 | from th auto-generated branch for that release. An example of importing `v1.0.0`
19 | would look like this:
20 |
21 | ```text
22 | https://github.com/nicholas-maltbie/NetworkStateMachineUnity.git#release/v0.1.0
23 | ```
24 |
25 | To use the latest release, simply reference:
26 |
27 | ```text
28 | https://github.com/nicholas-maltbie/NetworkStateMachineUnity.git#release/latest
29 | ```
30 |
31 | For a full list of all tags, check the
32 | [NetworkStateMachineUnity Tags](https://github.com/nicholas-maltbie/NetworkStateMachineUnity/tags)
33 | list on github. I will usually associated a tag with each release of the project.
34 |
35 | You can also import the project via a tarball if you download the source
36 | code and extract it on your local machine. Make sure to import
37 | via the package manifest defined at `Packages\com.nickmaltbie.NetworkStateMachineUnity\package.json`
38 | within the project.
39 |
40 | For more details about installing a project via git, see unity's documentation
41 | on [Installing form a Git URL](https://docs.unity3d.com/Manual/upm-ui-giturl.html#:~:text=%20Select%20Add%20package%20from%20git%20URL%20from,repository%20directly%20rather%20than%20from%20a%20package%20registry.).
42 |
43 | ### Scoped Registry Install
44 |
45 | If you wish to install the project via a
46 | [Scoped Registry](https://docs.unity3d.com/Manual/upm-scoped.html)
47 | and npm, you can add a scoped registry to your project from all of the
48 | `com.nickmaltbie` packages like this:
49 |
50 | ```json
51 | "scopedRegistries": [
52 | {
53 | "name": "nickmaltbie",
54 | "url": "https://registry.npmjs.org",
55 | "scopes": [
56 | "com.nickmaltbie"
57 | ]
58 | }
59 | ]
60 | ```
61 |
62 | Then, if you want to reference a version of the project, you simply
63 | need to include the dependency with a version string and the unity package
64 | manager will be able to download it from the registry at
65 | `https://registry.npmjs.org`
66 |
67 | ```json
68 | "dependencies": {
69 | "com.nickmaltbie.networkstatemachineunity": "1.0.0",
70 | "com.nickmaltbie.testutilsunity" : "0.0.2",
71 | "com.nickmaltbie.statemachineunity" : "1.1.2",
72 | "com.unity.inputsystem": "1.0.0",
73 | "com.unity.netcode.gameobjects": "1.1.0"
74 | }
75 | ```
76 |
--------------------------------------------------------------------------------
/Documentation/manual/toc.yml:
--------------------------------------------------------------------------------
1 | - name: Introduction
2 | href: introduction.md
3 |
4 |
--------------------------------------------------------------------------------
/Documentation/toc.yml:
--------------------------------------------------------------------------------
1 | - name: Manual
2 | href: manual/
3 | - name: Scripting API
4 | href: api/
5 | - name: Changelog
6 | href: changelog/
7 |
--------------------------------------------------------------------------------
/LICENSE.txt:
--------------------------------------------------------------------------------
1 | Copyright (C) 2022 Nicholas Maltbie
2 |
3 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
4 | associated documentation files (the "Software"), to deal in the Software without restriction,
5 | including without limitation the rights to use, copy, modify, merge, publish, distribute,
6 | sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
7 | furnished to do so, subject to the following conditions:
8 |
9 | The above copyright notice and this permission notice shall be included in all copies or
10 | substantial portions of the Software.
11 |
12 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
13 | BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
14 | NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
15 | CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
16 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
17 | SOFTWARE.
--------------------------------------------------------------------------------
/Packages/com.nickmaltbie.networkstatemachineunity/CHANGELOG.md:
--------------------------------------------------------------------------------
1 | # Changelog
2 |
3 | All notable changes to this project will be documented in this file.
4 |
5 | ## In Progress
6 |
7 | * Setup and imported basic project.
8 |
--------------------------------------------------------------------------------
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/Packages/com.nickmaltbie.networkstatemachineunity/LICENSE.txt:
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1 | Copyright (C) 2022 Nicholas Maltbie
2 |
3 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
4 | associated documentation files (the "Software"), to deal in the Software without restriction,
5 | including without limitation the rights to use, copy, modify, merge, publish, distribute,
6 | sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
7 | furnished to do so, subject to the following conditions:
8 |
9 | The above copyright notice and this permission notice shall be included in all copies or
10 | substantial portions of the Software.
11 |
12 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
13 | BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
14 | NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
15 | CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
16 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
17 | SOFTWARE.
--------------------------------------------------------------------------------
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1 | // Copyright (C) 2022 Nicholas Maltbie
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
4 | // associated documentation files (the "Software"), to deal in the Software without restriction,
5 | // including without limitation the rights to use, copy, modify, merge, publish, distribute,
6 | // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
7 | // furnished to do so, subject to the following conditions:
8 | //
9 | // The above copyright notice and this permission notice shall be included in all copies or
10 | // substantial portions of the Software.
11 | //
12 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
13 | // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
14 | // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
15 | // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
16 | // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
17 | // SOFTWARE.
18 |
19 | using System;
20 | using System.Collections.Concurrent;
21 | using System.Collections.Generic;
22 | using System.Linq;
23 | using nickmaltbie.StateMachineUnity;
24 |
25 | namespace nickmaltbie.NetworkStateMachineUnity.Utils
26 | {
27 | public class UninitializedState : State { }
28 |
29 | public static class NetworkSMUtils
30 | {
31 | public static ConcurrentDictionary> SMStateIndexLookup =
32 | new ConcurrentDictionary>();
33 |
34 | public static ConcurrentDictionary> SMIndexStateLookup =
35 | new ConcurrentDictionary>();
36 |
37 | public static int LookupStateIndex(Type stateMachine, Type state)
38 | {
39 | if (state == typeof(UninitializedState))
40 | {
41 | return -1;
42 | }
43 |
44 | return SMStateIndexLookup[stateMachine][state];
45 | }
46 |
47 | public static Type LookupIndexState(Type stateMachine, int index)
48 | {
49 | if (index == -1)
50 | {
51 | return typeof(UninitializedState);
52 | }
53 |
54 | return SMIndexStateLookup[stateMachine][index];
55 | }
56 |
57 | internal static void SetupStateLookupDictionary(Type stateMachine)
58 | {
59 | // Find all the supported states for the state machine.
60 | int index = 0;
61 |
62 | foreach (Type state in stateMachine.GetNestedTypes()
63 | .Where(type => type.IsClass && type.IsSubclassOf(typeof(State)))
64 | .OrderBy(type => type.FullName))
65 | {
66 | SMStateIndexLookup[stateMachine][state] = index;
67 | SMIndexStateLookup[stateMachine][index] = state;
68 | index++;
69 | }
70 | }
71 |
72 | public static void SetupNetworkCache(Type stateMachine)
73 | {
74 | if (!SMStateIndexLookup.ContainsKey(stateMachine) || !SMIndexStateLookup.ContainsKey(stateMachine))
75 | {
76 | SMStateIndexLookup[stateMachine] = new Dictionary();
77 | SMIndexStateLookup[stateMachine] = new Dictionary();
78 | SetupStateLookupDictionary(stateMachine);
79 | }
80 | }
81 | }
82 | }
83 |
--------------------------------------------------------------------------------
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2 | "name": "nickmaltbie.NetworkStateMachineUnity",
3 | "rootNamespace": "nickmaltbie.NetworkStateMachineUnity",
4 | "references": [
5 | "nickmaltbie.StateMachineUnity",
6 | "nickmaltbie.TestUtilsUnity",
7 | "Unity.Netcode.Components",
8 | "Unity.Netcode.Runtime"
9 | ],
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1 | // Copyright (C) 2022 Nicholas Maltbie
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
4 | // associated documentation files (the "Software"), to deal in the Software without restriction,
5 | // including without limitation the rights to use, copy, modify, merge, publish, distribute,
6 | // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
7 | // furnished to do so, subject to the following conditions:
8 | //
9 | // The above copyright notice and this permission notice shall be included in all copies or
10 | // substantial portions of the Software.
11 | //
12 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
13 | // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
14 | // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
15 | // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
16 | // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
17 | // SOFTWARE.
18 |
19 | using nickmaltbie.NetworkStateMachineUnity.Utils;
20 | using nickmaltbie.StateMachineUnity;
21 | using nickmaltbie.StateMachineUnity.Attributes;
22 | using nickmaltbie.TestUtilsUnity.Tests.TestCommon;
23 | using NUnit.Framework;
24 |
25 | namespace nickmaltbie.NetworkStateMachineUnity.Tests.EditMode
26 | {
27 | ///
28 | /// Tests for the NetworkSMUtils.
29 | ///
30 | public class NetworkSMUtilsTests : TestBase
31 | {
32 | public class ExampleNetworkSM : NetworkSMBehaviour
33 | {
34 | [InitialState]
35 | public class State0 : State { }
36 | public class State1 : State { }
37 | public class State2 : State { }
38 | }
39 |
40 | ///
41 | /// Simple test for the network SM utils
42 | ///
43 | [Test]
44 | public void Validate_NetworkSMUtils()
45 | {
46 | NetworkSMUtils.SetupNetworkCache(typeof(ExampleNetworkSM));
47 | Assert.AreEqual(0, NetworkSMUtils.LookupStateIndex(typeof(ExampleNetworkSM), typeof(ExampleNetworkSM.State0)));
48 | Assert.AreEqual(1, NetworkSMUtils.LookupStateIndex(typeof(ExampleNetworkSM), typeof(ExampleNetworkSM.State1)));
49 | Assert.AreEqual(2, NetworkSMUtils.LookupStateIndex(typeof(ExampleNetworkSM), typeof(ExampleNetworkSM.State2)));
50 | Assert.AreEqual(-1, NetworkSMUtils.LookupStateIndex(typeof(ExampleNetworkSM), typeof(UninitializedState)));
51 | Assert.AreEqual(typeof(ExampleNetworkSM.State0), NetworkSMUtils.LookupIndexState(typeof(ExampleNetworkSM), 0));
52 | Assert.AreEqual(typeof(ExampleNetworkSM.State1), NetworkSMUtils.LookupIndexState(typeof(ExampleNetworkSM), 1));
53 | Assert.AreEqual(typeof(ExampleNetworkSM.State2), NetworkSMUtils.LookupIndexState(typeof(ExampleNetworkSM), 2));
54 | Assert.AreEqual(typeof(UninitializedState), NetworkSMUtils.LookupIndexState(typeof(ExampleNetworkSM), -1));
55 | }
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
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5 | "nickmaltbie.NetworkStateMachineUnity",
6 | "nickmaltbie.StateMachineUnity",
7 | "nickmaltbie.TestUtilsUnity",
8 | "nickmaltbie.TestUtilsUnity.Tests.TestCommon",
9 | "Unity.InputSystem",
10 | "Unity.InputSystem.TestFramework",
11 | "Unity.Netcode.Components",
12 | "Unity.Netcode.Runtime"
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1 | // Copyright (C) 2022 Nicholas Maltbie
2 | //
3 | // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
4 | // associated documentation files (the "Software"), to deal in the Software without restriction,
5 | // including without limitation the rights to use, copy, modify, merge, publish, distribute,
6 | // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
7 | // furnished to do so, subject to the following conditions:
8 | //
9 | // The above copyright notice and this permission notice shall be included in all copies or
10 | // substantial portions of the Software.
11 | //
12 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
13 | // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
14 | // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
15 | // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
16 | // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
17 | // SOFTWARE.
18 |
19 | using nickmaltbie.StateMachineUnity.Event;
20 |
21 | namespace nickmaltbie.NetworkStateMachineUnity.Tests.PlayMode
22 | {
23 | public class AEvent : IEvent { }
24 |
25 | public class BEvent : IEvent { }
26 |
27 | public class CEvent : IEvent { }
28 |
29 | public class DEvent1 : IEvent { }
30 |
31 | public class DEvent2 : IEvent { }
32 |
33 | public class ResetEvent : IEvent { }
34 |
35 | public class EmptyEvent : IEvent { }
36 |
37 | public class TestEvent : IEvent { }
38 | }
39 |
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8 | "nickmaltbie.TestUtilsUnity.Tests.TestCommon",
9 | "Unity.InputSystem",
10 | "Unity.InputSystem.TestFramework",
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12 | "Unity.Netcode.Runtime",
13 | "Unity.Netcode.RuntimeTests",
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1 | {
2 | "name": "com.nickmaltbie.networkstatemachineunity",
3 | "displayName": "Network State Machine Unity",
4 | "version": "1.0.0",
5 | "unity": "2021.3",
6 | "unityRelease": "11f1",
7 | "description": "Network State Machine Unity for creating and sharing assets.",
8 | "author": {
9 | "name": "Nick Maltbie",
10 | "email": "nick.dmalt@gmail.com",
11 | "url": "https://nickmaltbie.com"
12 | },
13 | "documentationUrl": "https://nickmaltbie.com/NetworkStateMachineUnity/docs",
14 | "keywords": [
15 | "template",
16 | "package"
17 | ],
18 | "samples": [
19 | {
20 | "displayName": "Example Sample",
21 | "description": "Example Sample folder for networking project with an example network state machine.",
22 | "path": "Samples~/ExampleSample"
23 | },
24 | {
25 | "displayName": "Example CLI",
26 | "description": "Example Sample folder for networking project with a simple network state machine.",
27 | "path": "Samples~/ExampleCLI"
28 | }
29 | ],
30 | "dependencies": {
31 | "com.nickmaltbie.testutilsunity" : "0.0.2",
32 | "com.nickmaltbie.statemachineunity" : "1.1.2",
33 | "com.unity.inputsystem": "1.0.0",
34 | "com.unity.netcode.gameobjects": "1.1.0"
35 | },
36 | "license": "MIT",
37 | "type": "template"
38 | }
39 |
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5 | "url": "https://registry.npmjs.org",
6 | "scopes": [
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10 | ],
11 | "dependencies": {
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53 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
54 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
55 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
56 | "com.unity.modules.unitywebrequestwww": "1.0.0",
57 | "com.unity.modules.vehicles": "1.0.0",
58 | "com.unity.modules.video": "1.0.0",
59 | "com.unity.modules.vr": "1.0.0",
60 | "com.unity.modules.wind": "1.0.0",
61 | "com.unity.modules.xr": "1.0.0"
62 | },
63 | "testables": [
64 | "com.nickmaltbie.testutilsunity",
65 | "com.unity.inputsystem",
66 | "com.unity.netcode.gameobjects"
67 | ]
68 | }
69 |
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