Updated oculus stuff

This commit is contained in:
Chris Midkiff 2018-10-09 20:59:57 -04:00
parent 1e7362c19f
commit 9b7f63739e
957 changed files with 128988 additions and 588 deletions

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using UnityEngine;
using System.Collections;
public class TestScript : MonoBehaviour {
[InspectorNote( "Sound Setup", "Press '1' to play testSound1 and '2' to play testSound2")]
public SoundFXRef testSound1;
public SoundFXRef testSound2;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update ()
{
// use attached game object location
if ( Input.GetKeyDown( KeyCode.Alpha1 ) )
{
testSound1.PlaySoundAt( transform.position );
}
// hard code information
if ( Input.GetKeyDown( KeyCode.Alpha2 ) ) {
testSound2.PlaySoundAt( new Vector3( 5.0f, 0.0f, 0.0f ) );
}
}
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using UnityEngine;
using System.Collections;
/*
-----------------------
AmbienceEmitter()
-----------------------
*/
public class AmbienceEmitter : MonoBehaviour {
public SoundFXRef[] ambientSounds = new SoundFXRef[0];
public bool autoActivate = true;
[Tooltip("Automatically play the sound randomly again when checked. Should be OFF for looping sounds")]
public bool autoRetrigger = true;
[MinMax( 2.0f, 4.0f, 0.1f, 10.0f )]
public Vector2 randomRetriggerDelaySecs = new Vector2( 2.0f, 4.0f );
[Tooltip( "If defined, the sounds will randomly play from these transform positions, otherwise the sound will play from this transform" )]
public Transform[] playPositions = new Transform[0];
private bool activated = false;
private int playingIdx = -1;
private float nextPlayTime = 0.0f;
private float fadeTime = 0.25f;
private int lastPosIdx = -1;
/*
-----------------------
Awake()
-----------------------
*/
void Awake() {
if ( autoActivate ) {
activated = true;
nextPlayTime = Time.time + Random.Range( randomRetriggerDelaySecs.x, randomRetriggerDelaySecs.y );
}
// verify all the play positions are valid
foreach ( Transform t in playPositions ) {
if ( t == null ) {
Debug.LogWarning( "[AmbienceEmitter] Invalid play positions in " + name );
playPositions = new Transform[0];
break;
}
}
}
/*
-----------------------
Update()
-----------------------
*/
void Update() {
if ( activated ) {
if ( ( playingIdx == -1 ) || autoRetrigger ) {
if ( Time.time >= nextPlayTime ) {
Play();
if ( !autoRetrigger ) {
activated = false;
}
}
}
}
}
/*
-----------------------
OnTriggerEnter()
-----------------------
*/
public void OnTriggerEnter( Collider col ) {
activated = !activated;
}
/*
-----------------------
Play()
-----------------------
*/
public void Play() {
Transform transformToPlayFrom = transform;
if ( playPositions.Length > 0 ) {
int idx = Random.Range( 0, playPositions.Length );
while ( ( playPositions.Length > 1 ) && ( idx == lastPosIdx ) ) {
idx = Random.Range( 0, playPositions.Length );
}
transformToPlayFrom = playPositions[idx];
lastPosIdx = idx;
}
playingIdx = ambientSounds[Random.Range(0, ambientSounds.Length)].PlaySoundAt( transformToPlayFrom.position );
if ( playingIdx != -1 ) {
AudioManager.FadeInSound( playingIdx, fadeTime );
nextPlayTime = Time.time + Random.Range( randomRetriggerDelaySecs.x, randomRetriggerDelaySecs.y );
}
}
/*
-----------------------
EnableEmitter()
-----------------------
*/
public void EnableEmitter( bool enable ) {
activated = enable;
if ( enable ) {
Play();
} else {
if ( playingIdx != -1 ) {
AudioManager.FadeOutSound( playingIdx, fadeTime );
}
}
}
}

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using UnityEngine;
using UnityEngine.Audio;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
using System;
using System.Reflection;
#endif
public enum PreloadSounds {
Default, // default unity behavior
Preload, // audio clips are forced to preload
ManualPreload, // audio clips are forced to not preload, preloading must be done manually
}
public enum Fade
{
In,
Out
}
[System.Serializable]
public class SoundGroup {
public SoundGroup( string name ) {
this.name = name;
}
public SoundGroup() {
mixerGroup = null;
maxPlayingSounds = 0;
preloadAudio = PreloadSounds.Default;
volumeOverride = 1.0f;
}
public void IncrementPlayCount() {
playingSoundCount = Mathf.Clamp( ++playingSoundCount, 0, maxPlayingSounds );
}
public void DecrementPlayCount() {
playingSoundCount = Mathf.Clamp( --playingSoundCount, 0, maxPlayingSounds );
}
public bool CanPlaySound() {
return ( maxPlayingSounds == 0 ) || ( playingSoundCount < maxPlayingSounds );
}
public string name = string.Empty;
public SoundFX[] soundList = new SoundFX[0];
public AudioMixerGroup mixerGroup = null; // default = AudioManager.defaultMixerGroup
[Range(0,64)]
public int maxPlayingSounds = 0; // default = 0, unlimited
// TODO: this preload behavior is not yet implemented
public PreloadSounds preloadAudio = PreloadSounds.Default; // default = true, audio clip data will be preloaded
public float volumeOverride = 1.0f; // default = 1.0
[HideInInspector]
public int playingSoundCount = 0;
}
/*
-----------------------
AudioManager
-----------------------
*/
public partial class AudioManager : MonoBehaviour {
[Tooltip("Make the audio manager persistent across all scene loads")]
public bool makePersistent = true; // true = don't destroy on load
[Tooltip("Enable the OSP audio plugin features")]
public bool enableSpatializedAudio = true; // true = enable spatialized audio
[Tooltip("Always play spatialized sounds with no reflections (Default)")]
public bool enableSpatializedFastOverride = false; // true = disable spatialized reflections override
[Tooltip("The audio mixer asset used for snapshot blends, etc.")]
public AudioMixer audioMixer = null;
[Tooltip( "The audio mixer group used for the pooled emitters" )]
public AudioMixerGroup defaultMixerGroup = null;
[Tooltip( "The audio mixer group used for the reserved pool emitter" )]
public AudioMixerGroup reservedMixerGroup = null;
[Tooltip( "The audio mixer group used for voice chat" )]
public AudioMixerGroup voiceChatMixerGroup = null;
[Tooltip("Log all PlaySound calls to the Unity console")]
public bool verboseLogging = false; // true = log all PlaySounds
[Tooltip("Maximum sound emitters")]
public int maxSoundEmitters = 32; // total number of sound emitters created
[Tooltip("Default volume for all sounds modulated by individual sound FX volumes")]
public float volumeSoundFX = 1.0f; // user pref: volume of all sound FX
[Tooltip("Sound FX fade time")]
public float soundFxFadeSecs = 1.0f; // sound FX fade time
public float audioMinFallOffDistance = 1.0f; // minimum falloff distance
public float audioMaxFallOffDistance = 25.0f; // maximum falloff distance
public SoundGroup[] soundGroupings = new SoundGroup[0];
private Dictionary<string,SoundFX> soundFXCache = null;
static private AudioManager theAudioManager = null;
static private FastList<string> names = new FastList<string>();
static private string[] defaultSound = new string[1] { "Default Sound" };
static private SoundFX nullSound = new SoundFX();
static private bool hideWarnings = false;
static public bool enableSpatialization { get { return ( theAudioManager !=null ) ? theAudioManager.enableSpatializedAudio : false; } }
static public AudioManager Instance { get { return theAudioManager; } }
static public float NearFallOff { get { return theAudioManager.audioMinFallOffDistance; } }
static public float FarFallOff { get { return theAudioManager.audioMaxFallOffDistance; } }
static public AudioMixerGroup EmitterGroup { get { return theAudioManager.defaultMixerGroup; } }
static public AudioMixerGroup ReservedGroup { get { return theAudioManager.reservedMixerGroup; } }
static public AudioMixerGroup VoipGroup { get { return theAudioManager.voiceChatMixerGroup; } }
/*
-----------------------
Awake()
-----------------------
*/
void Awake() {
Init();
}
/*
-----------------------
OnDestroy()
-----------------------
*/
void OnDestroy() {
// we only want the initialized audio manager instance cleaning up the sound emitters
if ( theAudioManager == this ) {
if ( soundEmitterParent != null ) {
Destroy( soundEmitterParent );
}
}
///TODO - if you change scenes you'll want to call OnPreSceneLoad to detach the sound emitters
///from anything they might be parented to or they will get destroyed with that object
///there should only be one instance of the AudioManager across the life of the game/app
///GameManager.OnPreSceneLoad -= OnPreSceneLoad;
}
/*
-----------------------
Init()
-----------------------
*/
void Init() {
if ( theAudioManager != null ) {
if ( Application.isPlaying && ( theAudioManager != this ) ) {
enabled = false;
}
return;
}
theAudioManager = this;
///TODO - if you change scenes you'll want to call OnPreSceneLoad to detach the sound emitters
///from anything they might be parented to or they will get destroyed with that object
///there should only be one instance of the AudioManager across the life of the game/app
///GameManager.OnPreSceneLoad += OnPreSceneLoad;
// make sure the first one is a null sound
nullSound.name = "Default Sound";
// build the sound FX cache
RebuildSoundFXCache();
// create the sound emitters
if ( Application.isPlaying ) {
InitializeSoundSystem();
if ( makePersistent && ( transform.parent == null ) ) {
// don't destroy the audio manager on scene loads
DontDestroyOnLoad( gameObject );
}
}
#if UNITY_EDITOR
Debug.Log( "[AudioManager] Initialized..." );
#endif
}
/*
-----------------------
Update()
-----------------------
*/
void Update() {
// update the free and playing lists
UpdateFreeEmitters();
}
/*
-----------------------
RebuildSoundFXCache()
-----------------------
*/
void RebuildSoundFXCache() {
// build the SoundFX dictionary for quick name lookups
int count = 0;
for ( int group = 0; group < soundGroupings.Length; group++ ) {
count += soundGroupings[group].soundList.Length;
}
soundFXCache = new Dictionary<string,SoundFX>( count + 1 );
// add the null sound
soundFXCache.Add( nullSound.name, nullSound );
// add the rest
for ( int group = 0; group < soundGroupings.Length; group++ ) {
for ( int i = 0; i < soundGroupings[group].soundList.Length; i++ ) {
if ( soundFXCache.ContainsKey( soundGroupings[group].soundList[i].name ) ) {
Debug.LogError( "ERROR: Duplicate Sound FX name in the audio manager: '" + soundGroupings[group].name + "' > '" + soundGroupings[group].soundList[i].name + "'" );
} else {
soundGroupings[group].soundList[i].Group = soundGroupings[group];
soundFXCache.Add( soundGroupings[group].soundList[i].name, soundGroupings[group].soundList[i] );
}
}
soundGroupings[group].playingSoundCount = 0;
}
}
/*
-----------------------
FindSoundFX()
-----------------------
*/
static public SoundFX FindSoundFX( string name, bool rebuildCache = false ) {
#if UNITY_EDITOR
if ( theAudioManager == null ) {
Debug.LogError( "ERROR: audio manager not yet initialized or created!" + " Time: " + Time.time );
return null;
}
#endif
if ( string.IsNullOrEmpty( name ) ) {
return nullSound;
}
if ( rebuildCache ) {
theAudioManager.RebuildSoundFXCache();
}
if ( !theAudioManager.soundFXCache.ContainsKey( name ) ) {
#if DEBUG_BUILD || UNITY_EDITOR
Debug.LogError( "WARNING: Missing Sound FX in cache: " + name );
#endif
return nullSound;
}
return theAudioManager.soundFXCache[name];
}
/*
-----------------------
FindAudioManager()
-----------------------
*/
static private bool FindAudioManager() {
GameObject audioManagerObject = GameObject.Find( "AudioManager" );
if ( ( audioManagerObject == null ) || ( audioManagerObject.GetComponent<AudioManager>() == null ) ) {
if ( !hideWarnings ) {
Debug.LogError( "[ERROR] AudioManager object missing from hierarchy!" );
hideWarnings = true;
}
return false;
} else {
audioManagerObject.GetComponent<AudioManager>().Init();
}
return true;
}
/*
-----------------------
GetGameObject()
-----------------------
*/
static public GameObject GetGameObject() {
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return null;
}
}
return theAudioManager.gameObject;
}
/*
-----------------------
NameMinusGroup()
strip off the sound group from the inspector dropdown
-----------------------
*/
static public string NameMinusGroup( string name ) {
if ( name.IndexOf( "/" ) > -1 ) {
return name.Substring( name.IndexOf( "/" ) + 1 );
}
return name;
}
/*
-----------------------
GetSoundFXNames()
used by the inspector
-----------------------
*/
static public string[] GetSoundFXNames( string currentValue, out int currentIdx ) {
currentIdx = 0;
names.Clear();
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return defaultSound;
}
}
names.Add( nullSound.name );
for ( int group = 0; group < theAudioManager.soundGroupings.Length; group++ ) {
for ( int i = 0; i < theAudioManager.soundGroupings[group].soundList.Length; i++ ) {
if ( string.Compare( currentValue, theAudioManager.soundGroupings[group].soundList[i].name, true ) == 0 ) {
currentIdx = names.Count;
}
names.Add( theAudioManager.soundGroupings[group].name + "/" + theAudioManager.soundGroupings[group].soundList[i].name );
}
}
//names.Sort( delegate( string s1, string s2 ) { return s1.CompareTo( s2 ); } );
return names.ToArray();
}
#if UNITY_EDITOR
/*
-----------------------
OnPrefabReimported()
-----------------------
*/
static public void OnPrefabReimported() {
if ( theAudioManager != null ) {
Debug.Log( "[AudioManager] Reimporting the sound FX cache." );
theAudioManager.RebuildSoundFXCache();
}
}
/*
-----------------------
PlaySound()
used in the editor
-----------------------
*/
static public void PlaySound( string soundFxName ) {
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return;
}
}
SoundFX soundFX = FindSoundFX( soundFxName, true );
if ( soundFX == null ) {
return;
}
AudioClip clip = soundFX.GetClip();
if ( clip != null ) {
Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
MethodInfo method = audioUtilClass.GetMethod(
"PlayClip",
BindingFlags.Static | BindingFlags.Public,
null,
new System.Type[] { typeof(AudioClip) },
null );
method.Invoke( null, new object[] { clip } );
}
}
/*
-----------------------
IsSoundPlaying()
used in the editor
-----------------------
*/
static public bool IsSoundPlaying( string soundFxName ) {
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return false;
}
}
SoundFX soundFX = FindSoundFX( soundFxName, true );
if ( soundFX == null ) {
return false;
}
AudioClip clip = soundFX.GetClip();
if ( clip != null ) {
Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
MethodInfo method = audioUtilClass.GetMethod(
"IsClipPlaying",
BindingFlags.Static | BindingFlags.Public,
null,
new System.Type[] { typeof(AudioClip) },
null );
return Convert.ToBoolean( method.Invoke( null, new object[] { clip } ) );
}
return false;
}
/*
-----------------------
StopSound()
used in the editor
-----------------------
*/
static public void StopSound(string soundFxName)
{
if (theAudioManager == null)
{
if (!FindAudioManager())
{
return;
}
}
SoundFX soundFX = FindSoundFX(soundFxName, true);
if (soundFX == null)
{
return;
}
AudioClip clip = soundFX.GetClip();
if (clip != null)
{
Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
MethodInfo method = audioUtilClass.GetMethod(
"StopClip",
BindingFlags.Static | BindingFlags.Public,
null,
new System.Type[] { typeof(AudioClip) },
null);
method.Invoke(null, new object[] { clip });
}
}
#endif
}

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using UnityEngine;
using UnityEngine.Audio;
//-------------------------------------------------------------------------
// Types
//-------------------------------------------------------------------------
public enum EmitterChannel {
None = -1,
Reserved = 0, // plays on the single reserved emitter
Any // queues to the next available emitter
}
[System.Serializable]
public class MixerSnapshot {
public AudioMixerSnapshot snapshot = null;
public float transitionTime = 0.25f;
}
/*
-----------------------
GameManager Sound Routines
-----------------------
*/
public partial class AudioManager : MonoBehaviour {
public enum Fade {
In,
Out
}
private float audioMaxFallOffDistanceSqr = 25.0f * 25.0f; // past this distance, sounds are ignored for the local player
private SoundEmitter[] soundEmitters = null; // pool of sound emitters to play sounds through
private FastList<SoundEmitter> playingEmitters = new FastList<SoundEmitter>();
private FastList<SoundEmitter> nextFreeEmitters = new FastList<SoundEmitter>();
private MixerSnapshot currentSnapshot = null;
static private GameObject soundEmitterParent = null; // parent object for the sound emitters
static private Transform staticListenerPosition = null; // play position for regular 2D sounds
static private bool showPlayingEmitterCount = false;
static private bool forceShowEmitterCount = false;
static private bool soundEnabled = true;
static public bool SoundEnabled { get { return soundEnabled; } }
static readonly AnimationCurve defaultReverbZoneMix = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
/*
-----------------------
InitializeSoundSystem()
initialize persistent sound emitter objects that live across scene loads
-----------------------
*/
void InitializeSoundSystem() {
int bufferLength = 960;
int numBuffers = 4;
AudioSettings.GetDSPBufferSize( out bufferLength, out numBuffers );
if ( Application.isPlaying ) {
Debug.Log( "[AudioManager] Audio Sample Rate: " + AudioSettings.outputSampleRate );
Debug.Log( "[AudioManager] Audio Buffer Length: " + bufferLength + " Size: " + numBuffers );
}
// find the audio listener for playing regular 2D sounds
AudioListener audioListenerObject = GameObject.FindObjectOfType<AudioListener>() as AudioListener;
if ( audioListenerObject == null ) {
Debug.LogError( "[AudioManager] Missing AudioListener object! Add one to the scene." );
} else {
staticListenerPosition = audioListenerObject.transform;
}
// we allocate maxSoundEmitters + reserved channels
soundEmitters = new SoundEmitter[maxSoundEmitters+(int)EmitterChannel.Any];
// see if the sound emitters have already been created, if so, nuke it, it shouldn't exist in the scene upon load
soundEmitterParent = GameObject.Find( "__SoundEmitters__" );
if ( soundEmitterParent != null ) {
// delete any sound emitters hanging around
Destroy( soundEmitterParent );
}
// create them all
soundEmitterParent = new GameObject( "__SoundEmitters__" );
for ( int i = 0; i < maxSoundEmitters + (int)EmitterChannel.Any; i++ ) {
GameObject emitterObject = new GameObject( "SoundEmitter_" + i );
emitterObject.transform.parent = soundEmitterParent.transform;
emitterObject.transform.position = Vector3.zero;
// don't ever save this to the scene
emitterObject.hideFlags = HideFlags.DontSaveInEditor;
// add the sound emitter components
soundEmitters[i] = emitterObject.AddComponent<SoundEmitter>();
soundEmitters[i].SetDefaultParent( soundEmitterParent.transform );
soundEmitters[i].SetChannel( i );
soundEmitters[i].Stop();
// save off the original index
soundEmitters[i].originalIdx = i;
}
// reset the free emitter lists
ResetFreeEmitters();
soundEmitterParent.hideFlags = HideFlags.DontSaveInEditor;
audioMaxFallOffDistanceSqr = audioMaxFallOffDistance * audioMaxFallOffDistance;
}
/*
-----------------------
UpdateFreeEmitters()
-----------------------
*/
void UpdateFreeEmitters() {
if ( verboseLogging ) {
if ( Input.GetKeyDown( KeyCode.A ) ) {
forceShowEmitterCount = !forceShowEmitterCount;
}
if ( forceShowEmitterCount ) {
showPlayingEmitterCount = true;
}
}
// display playing emitter count when the sound system is overwhelmed
int total = 0, veryLow = 0, low = 0, def = 0, high = 0, veryHigh = 0;
// find emitters that are done playing and add them to the nextFreeEmitters list
for ( int i = 0; i < playingEmitters.size; ) {
if ( playingEmitters[i] == null ) {
Debug.LogError( "[AudioManager] ERROR: playingEmitters list had a null emitter! Something nuked a sound emitter!!!" );
playingEmitters.RemoveAtFast( i );
return;
}
if ( !playingEmitters[i].IsPlaying() ) {
// add to the free list and remove from the playing list
if ( verboseLogging ) {
if ( nextFreeEmitters.Contains( playingEmitters[i] ) ) {
Debug.LogError( "[AudioManager] ERROR: playing sound emitter already in the free emitters list!" );
}
}
playingEmitters[i].Stop();
nextFreeEmitters.Add( playingEmitters[i] );
playingEmitters.RemoveAtFast( i );
continue;
}
// debugging/profiling
if ( verboseLogging && showPlayingEmitterCount ) {
total++;
switch ( playingEmitters[i].priority ) {
case SoundPriority.VeryLow: veryLow++; break;
case SoundPriority.Low: low++; break;
case SoundPriority.Default: def++; break;
case SoundPriority.High: high++; break;
case SoundPriority.VeryHigh: veryHigh++; break;
}
}
i++;
}
if ( verboseLogging && showPlayingEmitterCount ) {
Debug.LogWarning( string.Format( "[AudioManager] Playing sounds: Total {0} | VeryLow {1} | Low {2} | Default {3} | High {4} | VeryHigh {5} | Free {6}", Fmt( total ), Fmt( veryLow ), Fmt( low ), Fmt( def ), Fmt( high ), Fmt( veryHigh ), FmtFree( nextFreeEmitters.Count ) ) );
showPlayingEmitterCount = false;
}
}
/*
-----------------------
Fmt()
-----------------------
*/
string Fmt( int count ) {
float t = count / (float)theAudioManager.maxSoundEmitters;
if ( t < 0.5f ) {
return "<color=green>" + count.ToString() + "</color>";
} else if ( t < 0.7 ) {
return "<color=yellow>" + count.ToString() + "</color>";
} else {
return "<color=red>" + count.ToString() + "</color>";
}
}
/*
-----------------------
FmtFree()
-----------------------
*/
string FmtFree( int count ) {
float t = count / (float)theAudioManager.maxSoundEmitters;
if ( t < 0.2f ) {
return "<color=red>" + count.ToString() + "</color>";
} else if ( t < 0.3 ) {
return "<color=yellow>" + count.ToString() + "</color>";
} else {
return "<color=green>" + count.ToString() + "</color>";
}
}
/*
-----------------------
OnPreSceneLoad()
-----------------------
*/
void OnPreSceneLoad() {
// move any attached sounds back to the sound emitters parent before changing levels so they don't get destroyed
Debug.Log( "[AudioManager] OnPreSceneLoad cleanup" );
for ( int i = 0; i < soundEmitters.Length; i++ ) {
soundEmitters[i].Stop();
soundEmitters[i].ResetParent( soundEmitterParent.transform );
}
// reset our emitter lists
ResetFreeEmitters();
}
/*
-----------------------
ResetFreeEmitters()
-----------------------
*/
void ResetFreeEmitters() {
nextFreeEmitters.Clear();
playingEmitters.Clear();
for ( int i = (int)EmitterChannel.Any; i < soundEmitters.Length; i++ ) {
nextFreeEmitters.Add( soundEmitters[i] );
}
}
/*
-----------------------
FadeOutSoundChannel()
utility function to fade out a playing sound channel
-----------------------
*/
static public void FadeOutSoundChannel( int channel, float delaySecs, float fadeTime ) {
theAudioManager.soundEmitters[channel].FadeOutDelayed( delaySecs, fadeTime );
}
/*
-----------------------
StopSound()
-----------------------
*/
static public bool StopSound( int idx, bool fadeOut = true, bool stopReserved = false ) {
if ( !stopReserved && ( idx == (int)EmitterChannel.Reserved ) ) {
return false;
}
if ( !fadeOut ) {
theAudioManager.soundEmitters[idx].Stop();
}
else {
theAudioManager.soundEmitters[idx].FadeOut( theAudioManager.soundFxFadeSecs );
}
return true;
}
/*
-----------------------
FadeInSound()
-----------------------
*/
public static void FadeInSound( int idx, float fadeTime, float volume ) {
theAudioManager.soundEmitters[idx].FadeIn( fadeTime, volume );
}
/*
-----------------------
FadeInSound()
-----------------------
*/
public static void FadeInSound( int idx, float fadeTime ) {
theAudioManager.soundEmitters[idx].FadeIn( fadeTime );
}
/*
-----------------------
FadeOutSound()
-----------------------
*/
public static void FadeOutSound( int idx, float fadeTime ) {
theAudioManager.soundEmitters[idx].FadeOut( fadeTime );
}
/*
-----------------------
StopAllSounds()
-----------------------
*/
public static void StopAllSounds( bool fadeOut, bool stopReserved = false ) {
for ( int i = 0; i < theAudioManager.soundEmitters.Length; i++ ) {
StopSound( i, fadeOut, stopReserved );
}
}
/*
-----------------------
MuteAllSounds()
-----------------------
*/
public void MuteAllSounds( bool mute, bool muteReserved = false ) {
for ( int i = 0; i < soundEmitters.Length; i++ ) {
if ( !muteReserved && ( i == (int)EmitterChannel.Reserved ) ) {
continue;
}
soundEmitters[i].audioSource.mute = true;
}
}
/*
-----------------------
UnMuteAllSounds()
-----------------------
*/
public void UnMuteAllSounds( bool unmute, bool unmuteReserved = false ) {
for ( int i = 0; i < soundEmitters.Length; i++ ) {
if ( !unmuteReserved && ( i == (int)EmitterChannel.Reserved ) ) {
continue;
}
if ( soundEmitters[i].audioSource.isPlaying ) {
soundEmitters[i].audioSource.mute = false;
}
}
}
/*
-----------------------
GetEmitterEndTime()
-----------------------
*/
static public float GetEmitterEndTime( int idx ) {
return theAudioManager.soundEmitters[idx].endPlayTime;
}
/*
-----------------------
SetEmitterTime()
-----------------------
*/
static public float SetEmitterTime( int idx, float time ) {
return theAudioManager.soundEmitters[idx].time = time;
}
/*
-----------------------
PlaySound()
-----------------------
*/
static public int PlaySound( AudioClip clip, float volume, EmitterChannel src = EmitterChannel.Any, float delay = 0.0f, float pitchVariance = 1.0f, bool loop = false ) {
if ( !SoundEnabled ) {
return -1;
}
return PlaySoundAt( ( staticListenerPosition != null ) ? staticListenerPosition.position : Vector3.zero, clip, volume, src, delay, pitchVariance, loop );
}
/*
-----------------------
FindFreeEmitter()
-----------------------
*/
static private int FindFreeEmitter( EmitterChannel src, SoundPriority priority ) {
// default to the reserved emitter
SoundEmitter next = theAudioManager.soundEmitters[0];
if ( src == EmitterChannel.Any ) {
// pull from the free emitter list if possible
if ( theAudioManager.nextFreeEmitters.size > 0 ) {
// return the first in the list
next = theAudioManager.nextFreeEmitters[0];
// remove it from the free list
theAudioManager.nextFreeEmitters.RemoveAtFast( 0 );
} else {
// no free emitters available so pull from the lowest priority sound
if ( priority == SoundPriority.VeryLow ) {
// skip low priority sounds
return -1;
} else {
// find a playing emitter that has a lower priority than what we're requesting
// TODO - we could first search for Very Low, then Low, etc ... TBD if it's worth the effort
next = theAudioManager.playingEmitters.Find( item => item != null && item.priority < priority );
if ( next == null ) {
// last chance to find a free emitter
if ( priority < SoundPriority.Default ) {
// skip sounds less than the default priority
if ( theAudioManager.verboseLogging ) {
Debug.LogWarning( "[AudioManager] skipping sound " + priority );
}
return -1;
} else {
// grab a default priority emitter so that we don't cannabalize a high priority sound
next = theAudioManager.playingEmitters.Find( item => item != null && item.priority <= SoundPriority.Default ); ;
}
}
if ( next != null ) {
if ( theAudioManager.verboseLogging ) {
Debug.LogWarning( "[AudioManager] cannabalizing " + next.originalIdx + " Time: " + Time.time );
}
// remove it from the playing list
next.Stop();
theAudioManager.playingEmitters.RemoveFast( next );
}
}
}
}
if ( next == null ) {
Debug.LogError( "[AudioManager] ERROR - absolutely couldn't find a free emitter! Priority = " + priority + " TOO MANY PlaySound* calls!" );
showPlayingEmitterCount = true;
return -1;
}
return next.originalIdx;
}
/*
-----------------------
PlaySound()
-----------------------
*/
static public int PlaySound( SoundFX soundFX, EmitterChannel src = EmitterChannel.Any, float delay = 0.0f ) {
if ( !SoundEnabled ) {
return -1;
}
return PlaySoundAt( ( staticListenerPosition != null ) ? staticListenerPosition.position : Vector3.zero, soundFX, src, delay );
}
/*
-----------------------
PlaySoundAt()
-----------------------
*/
static public int PlaySoundAt( Vector3 position, SoundFX soundFX, EmitterChannel src = EmitterChannel.Any, float delay = 0.0f, float volumeOverride = 1.0f, float pitchMultiplier = 1.0f ) {
if ( !SoundEnabled ) {
return -1;
}
AudioClip clip = soundFX.GetClip();
if ( clip == null ) {
return -1;
}
// check the distance from the local player and ignore sounds out of range
if ( staticListenerPosition != null ) {
float distFromListener = ( staticListenerPosition.position - position ).sqrMagnitude;
if ( distFromListener > theAudioManager.audioMaxFallOffDistanceSqr ) {
return -1;
}
if ( distFromListener > soundFX.MaxFalloffDistSquared ) {
return -1;
}
}
// check max playing sounds
if ( soundFX.ReachedGroupPlayLimit() ) {
if ( theAudioManager.verboseLogging ) {
Debug.Log( "[AudioManager] PlaySoundAt() with " + soundFX.name + " skipped due to group play limit" );
}
return -1;
}
int idx = FindFreeEmitter( src, soundFX.priority );
if ( idx == -1 ) {
// no free emitters - should only happen on very low priority sounds
return -1;
}
SoundEmitter emitter = theAudioManager.soundEmitters[idx];
// make sure to detach the emitter from a previous parent
emitter.ResetParent( soundEmitterParent.transform );
emitter.gameObject.SetActive( true );
// set up the sound emitter
AudioSource audioSource = emitter.audioSource;
ONSPAudioSource osp = emitter.osp;
audioSource.enabled = true;
audioSource.volume = Mathf.Clamp01( Mathf.Clamp01( theAudioManager.volumeSoundFX * soundFX.volume ) * volumeOverride * soundFX.GroupVolumeOverride );
audioSource.pitch = soundFX.GetPitch() * pitchMultiplier;
audioSource.time = 0.0f;
audioSource.spatialBlend = 1.0f;
audioSource.rolloffMode = soundFX.falloffCurve;
if ( soundFX.falloffCurve == AudioRolloffMode.Custom ) {
audioSource.SetCustomCurve( AudioSourceCurveType.CustomRolloff, soundFX.volumeFalloffCurve );
}
audioSource.SetCustomCurve( AudioSourceCurveType.ReverbZoneMix, soundFX.reverbZoneMix );
audioSource.dopplerLevel = 0;
audioSource.clip = clip;
audioSource.spread = soundFX.spread;
audioSource.loop = soundFX.looping;
audioSource.mute = false;
audioSource.minDistance = soundFX.falloffDistance.x;
audioSource.maxDistance = soundFX.falloffDistance.y;
audioSource.outputAudioMixerGroup = soundFX.GetMixerGroup( AudioManager.EmitterGroup );
// set the play time so we can check when sounds are done
emitter.endPlayTime = Time.time + clip.length + delay;
// cache the default volume for fading
emitter.defaultVolume = audioSource.volume;
// sound priority
emitter.priority = soundFX.priority;
// reset this
emitter.onFinished = null;
// update the sound group limits
emitter.SetPlayingSoundGroup( soundFX.Group );
// add to the playing list
if ( src == EmitterChannel.Any ) {
theAudioManager.playingEmitters.AddUnique( emitter );
}
// OSP properties
if ( osp != null ) {
osp.EnableSpatialization = soundFX.ospProps.enableSpatialization;
osp.EnableRfl = theAudioManager.enableSpatializedFastOverride || soundFX.ospProps.useFastOverride ? true : false;
osp.Gain = soundFX.ospProps.gain;
osp.UseInvSqr = soundFX.ospProps.enableInvSquare;
osp.Near = soundFX.ospProps.invSquareFalloff.x;
osp.Far = soundFX.ospProps.invSquareFalloff.y;
audioSource.spatialBlend = (soundFX.ospProps.enableSpatialization) ? 1.0f : 0.8f;
// make sure to set the properties in the audio source before playing
osp.SetParameters(ref audioSource);
}
audioSource.transform.position = position;
if ( theAudioManager.verboseLogging ) {
Debug.Log( "[AudioManager] PlaySoundAt() channel = " + idx + " soundFX = " + soundFX.name + " volume = " + emitter.volume + " Delay = " + delay + " time = " + Time.time + "\n" );
}
// play the sound
if ( delay > 0f ) {
audioSource.PlayDelayed( delay );
} else {
audioSource.Play();
}
return idx;
}
/*
-----------------------
PlayRandomSoundAt()
-----------------------
*/
static public int PlayRandomSoundAt( Vector3 position, AudioClip[] clips, float volume, EmitterChannel src = EmitterChannel.Any, float delay = 0.0f, float pitch = 1.0f, bool loop = false ) {
if ( ( clips == null ) || ( clips.Length == 0 ) ) {
return -1;
}
int idx = Random.Range( 0, clips.Length );
return PlaySoundAt( position, clips[idx], volume, src, delay, pitch, loop );
}
/*
-----------------------
PlaySoundAt()
-----------------------
*/
static public int PlaySoundAt( Vector3 position, AudioClip clip, float volume = 1.0f, EmitterChannel src = EmitterChannel.Any, float delay = 0.0f, float pitch = 1.0f, bool loop = false ) {
if ( !SoundEnabled ) {
return -1;
}
if ( clip == null ) {
return -1;
}
// check the distance from the local player and ignore sounds out of range
if ( staticListenerPosition != null ) {
if ( ( staticListenerPosition.position - position ).sqrMagnitude > theAudioManager.audioMaxFallOffDistanceSqr ) {
// no chance of being heard
return -1;
}
}
int idx = FindFreeEmitter( src, 0 );
if ( idx == -1 ) {
// no free emitters - should only happen on very low priority sounds
return -1;
}
SoundEmitter emitter = theAudioManager.soundEmitters[idx];
// make sure to detach the emitter from a previous parent
emitter.ResetParent( soundEmitterParent.transform );
emitter.gameObject.SetActive( true );
// set up the sound emitter
AudioSource audioSource = emitter.audioSource;
ONSPAudioSource osp = emitter.osp;
audioSource.enabled = true;
audioSource.volume = Mathf.Clamp01( theAudioManager.volumeSoundFX * volume );
audioSource.pitch = pitch;
audioSource.spatialBlend = 0.8f;
audioSource.rolloffMode = AudioRolloffMode.Linear;
audioSource.SetCustomCurve( AudioSourceCurveType.ReverbZoneMix, defaultReverbZoneMix );
audioSource.dopplerLevel = 0.0f;
audioSource.clip = clip;
audioSource.spread = 0.0f;
audioSource.loop = loop;
audioSource.mute = false;
audioSource.minDistance = theAudioManager.audioMinFallOffDistance;
audioSource.maxDistance = theAudioManager.audioMaxFallOffDistance;
audioSource.outputAudioMixerGroup = AudioManager.EmitterGroup;
// set the play time so we can check when sounds are done
emitter.endPlayTime = Time.time + clip.length + delay;
// cache the default volume for fading
emitter.defaultVolume = audioSource.volume;
// default priority
emitter.priority = 0;
// reset this
emitter.onFinished = null;
// update the sound group limits
emitter.SetPlayingSoundGroup( null );
// add to the playing list
if ( src == EmitterChannel.Any ) {
theAudioManager.playingEmitters.AddUnique( emitter );
}
// disable spatialization (by default for regular AudioClips)
if ( osp != null ) {
osp.EnableSpatialization = false;
}
audioSource.transform.position = position;
if ( theAudioManager.verboseLogging ) {
Debug.Log( "[AudioManager] PlaySoundAt() channel = " + idx + " clip = " + clip.name + " volume = " + emitter.volume + " Delay = " + delay + " time = " + Time.time + "\n" );
}
// play the sound
if ( delay > 0f ) {
audioSource.PlayDelayed( delay );
} else {
audioSource.Play();
}
return idx;
}
/*
-----------------------
SetOnFinished()
-----------------------
*/
public static void SetOnFinished( int emitterIdx, System.Action onFinished ) {
if ( emitterIdx >= 0 && emitterIdx < theAudioManager.maxSoundEmitters ) {
theAudioManager.soundEmitters[emitterIdx].SetOnFinished( onFinished );
}
}
/*
-----------------------
SetOnFinished()
-----------------------
*/
public static void SetOnFinished( int emitterIdx, System.Action<object> onFinished, object obj ) {
if ( emitterIdx >= 0 && emitterIdx < theAudioManager.maxSoundEmitters ) {
theAudioManager.soundEmitters[emitterIdx].SetOnFinished( onFinished, obj );
}
}
/*
-----------------------
AttachSoundToParent()
-----------------------
*/
public static void AttachSoundToParent( int idx, Transform parent ) {
if ( theAudioManager.verboseLogging ) {
string parentName = parent.name;
if ( parent.parent != null ) {
parentName = parent.parent.name + "/" + parentName;
}
Debug.Log( "[AudioManager] ATTACHING INDEX " + idx + " to " + parentName );
}
theAudioManager.soundEmitters[idx].ParentTo( parent );
}
/*
-----------------------
DetachSoundFromParent()
-----------------------
*/
public static void DetachSoundFromParent( int idx ) {
if ( theAudioManager.verboseLogging ) {
Debug.Log( "[AudioManager] DETACHING INDEX " + idx );
}
theAudioManager.soundEmitters[idx].DetachFromParent();
}
/*
-----------------------
DetachSoundsFromParent()
-----------------------
*/
public static void DetachSoundsFromParent( SoundEmitter[] emitters, bool stopSounds = true ) {
if ( emitters == null ) {
return;
}
foreach ( SoundEmitter emitter in emitters ) {
if ( emitter.defaultParent != null ) {
if ( stopSounds ) {
emitter.Stop();
}
emitter.DetachFromParent();
// make sure it's active
emitter.gameObject.SetActive( true );
} else {
if ( stopSounds ) {
emitter.Stop();
}
}
}
}
/*
-----------------------
SetEmitterMixerGroup()
-----------------------
*/
public static void SetEmitterMixerGroup( int idx, AudioMixerGroup mixerGroup ) {
if ( ( theAudioManager != null ) && ( idx > -1 ) ) {
theAudioManager.soundEmitters[idx].SetAudioMixer( mixerGroup );
}
}
/*
-----------------------
GetActiveSnapshot()
-----------------------
*/
public static MixerSnapshot GetActiveSnapshot() {
return ( theAudioManager != null ) ? theAudioManager.currentSnapshot : null;
}
/*
-----------------------
SetCurrentSnapshot()
-----------------------
*/
public static void SetCurrentSnapshot( MixerSnapshot mixerSnapshot ) {
#if UNITY_EDITOR
if ( mixerSnapshot == null || mixerSnapshot.snapshot == null ) {
Debug.LogError( "[AudioManager] ERROR setting empty mixer snapshot!" );
} else {
Debug.Log( "[AudioManager] Setting audio mixer snapshot: " + ( ( mixerSnapshot != null && mixerSnapshot.snapshot != null ) ? mixerSnapshot.snapshot.name : "None" ) + " Time: " + Time.time );
}
#endif
if ( theAudioManager != null ) {
if ( ( mixerSnapshot != null ) && ( mixerSnapshot.snapshot != null ) ) {
mixerSnapshot.snapshot.TransitionTo( mixerSnapshot.transitionTime );
} else {
mixerSnapshot = null;
}
theAudioManager.currentSnapshot = mixerSnapshot;
}
}
/*
-----------------------
BlendWithCurrentSnapshot()
-----------------------
*/
public static void BlendWithCurrentSnapshot( MixerSnapshot blendSnapshot, float weight, float blendTime = 0.0f ) {
if ( theAudioManager != null ) {
if ( theAudioManager.audioMixer == null ) {
Debug.LogWarning( "[AudioManager] can't call BlendWithCurrentSnapshot if the audio mixer is not set!" );
return;
}
if ( blendTime == 0.0f ) {
blendTime = Time.deltaTime;
}
if ( ( theAudioManager.currentSnapshot != null ) && (theAudioManager.currentSnapshot.snapshot != null ) ) {
if ( ( blendSnapshot != null ) && ( blendSnapshot.snapshot != null ) ) {
weight = Mathf.Clamp01( weight );
if ( weight == 0.0f ) {
// revert to the default snapshot
theAudioManager.currentSnapshot.snapshot.TransitionTo( blendTime );
} else {
AudioMixerSnapshot[] snapshots = new AudioMixerSnapshot[] { theAudioManager.currentSnapshot.snapshot, blendSnapshot.snapshot };
float[] weights = new float[] { 1.0f - weight, weight };
theAudioManager.audioMixer.TransitionToSnapshots( snapshots, weights, blendTime );
}
}
}
}
}
}

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 41cb0f893e9a44e83b09a66c55bd7856
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -0,0 +1,5 @@
fileFormatVersion: 2
guid: 02213405caaf04aeea7876974c06fa5a
folderAsset: yes
DefaultImporter:
userData:

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@ -0,0 +1,41 @@
using UnityEngine;
using UnityEditor;
/*
-----------------------
AudioImportPostProcessor()
-----------------------
*/
public class AudioImportPostProcessor : AssetPostprocessor {
static void OnPostprocessAllAssets( string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths ) {
AudioManager audioManager = AudioManager.Instance;
if ( audioManager != null ) {
// find the asset path to the loaded audio manager prefab
#if UNITY_2018_2_OR_NEWER
Object prefabObject = PrefabUtility.GetCorrespondingObjectFromSource( audioManager );
#else
Object prefabObject = PrefabUtility.GetPrefabParent( audioManager );
#endif
if ( prefabObject != null ) {
string path = AssetDatabase.GetAssetPath( prefabObject );
// check to see if the AudioManager prefab has been reimported.
// if so, rebuild everything
foreach ( string asset in importedAssets ) {
if ( asset.ToLower() == path.ToLower() ) {
// in the event the audio manager is selected, deselect it first before reloading
Debug.Log( "[AudioManager] AudioManager prefab reloaded: " + path );
Selection.objects = new Object[0] { };
// unfortunately even saving the audio manager prefab will trigger this action
//string msg = "The Audio Manager was reloaded. If you are going to be making modifications to the Audio Manager, ";
//msg += "please verify you have the latest version before proceeding. If in doubt, restart Unity before making modifications.";
//EditorUtility.DisplayDialog( "Audio Manager Prefab Reloaded", msg, "OK" );
// do the actual reload
AudioManager.OnPrefabReimported();
break;
}
}
}
}
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 48902580b26e3554d992bad48087eee5
timeCreated: 1471010515
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,626 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
/*
-----------------------
AudioManagerInspector
-----------------------
*/
[CustomEditor(typeof(AudioManager))]
public class AudioManagerInspector : Editor {
private AudioManager audioManager = null;
private string dragDropIdentifier = "MoveSoundFX";
private GUIStyle customDividerStyle = null;
/*
-----------------------
OnInspectorGUI()
-----------------------
*/
public override void OnInspectorGUI() {
audioManager = target as AudioManager;
Event e = Event.current;
// draw the default properties
DrawDefaultProperties();
// draw the categories section
DrawCategories( e );
serializedObject.Update();
// draw the sound effects for the selected category
DrawSoundEffects( e );
serializedObject.ApplyModifiedProperties();
CreateStyles();
}
/*
-----------------------
MarkDirty()
-----------------------
*/
void MarkDirty() {
serializedObject.SetIsDifferentCacheDirty();
EditorUtility.SetDirty( audioManager );
}
static private int selectedGroup = 0;
private int nextGroup = -1;
private int editGroup = -1;
private FastList<SoundGroup> soundGroups = new FastList<SoundGroup>();
private FastList<ItemRect> groups = new FastList<ItemRect>();
private Rect dropArea = new Rect();
private bool addSound = false;
private int deleteSoundIdx = -1;
private int dupeSoundIdx = -1;
private bool sortSounds = false;
private bool moveQueued = false;
private int origGroup = -1;
private int origIndex = -1;
private int moveToGroup = -1;
/*
-----------------------
DrawDefaultProperties()
-----------------------
*/
void DrawDefaultProperties() {
BeginContents();
if ( DrawHeader( "Default Properties", true ) ) {
EditorGUILayout.BeginVertical( GUI.skin.box );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "makePersistent" ), new GUIContent( "Don't Destroy on Load" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "enableSpatializedAudio" ), new GUIContent( "Enable Spatialized Audio" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "enableSpatializedFastOverride" ), new GUIContent( "Force Disable Reflections" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "audioMixer" ), new GUIContent( "Master Audio Mixer" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "defaultMixerGroup" ), new GUIContent( "Pooled Emitter Mixer Group" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "reservedMixerGroup" ), new GUIContent( "Reserved Emitter Mixer Group" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "voiceChatMixerGroup" ), new GUIContent( "Voice Chat Mixer Group" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "verboseLogging" ), new GUIContent( "Verbose Logging" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "maxSoundEmitters" ), new GUIContent( "Max Sound Emitters" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "volumeSoundFX" ), new GUIContent( "Default Volume" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "soundFxFadeSecs" ), new GUIContent( "Sound FX Fade Secs" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "audioMinFallOffDistance" ), new GUIContent( "Minimum Falloff Distance" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "audioMaxFallOffDistance" ), new GUIContent( "Maximum Falloff Distance" ) );
EditorGUILayout.EndVertical();
serializedObject.ApplyModifiedProperties();
}
EndContents();
}
/*
-----------------------
DrawSoundGroupProperties()
-----------------------
*/
void DrawSoundGroupProperties() {
if ( selectedGroup == -1 ) {
return;
}
SerializedProperty soundGroupsArray = serializedObject.FindProperty( "soundGroupings" );
if ( selectedGroup >= soundGroupsArray.arraySize ) {
return;
}
SerializedProperty soundGroup = soundGroupsArray.GetArrayElementAtIndex( selectedGroup );
string soundGroupName = soundGroup.FindPropertyRelative( "name" ).stringValue;
if ( DrawHeader( string.Format( "{0} Properties", soundGroupName ), true ) ) {
EditorGUILayout.BeginVertical( GUI.skin.box );
EditorGUILayout.PropertyField( soundGroup.FindPropertyRelative( "mixerGroup" ), new GUIContent( "Override Mixer Group", "Leave empty to use the Audio Manager's default mixer group" ) );
if ( !Application.isPlaying ) {
EditorGUILayout.PropertyField( soundGroup.FindPropertyRelative( "maxPlayingSounds" ), new GUIContent( "Max Playing Sounds Limit", "Max playing sounds for this sound group, 0 = no limit" ) );
} else {
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField( soundGroup.FindPropertyRelative( "maxPlayingSounds" ), new GUIContent( "Max Playing Sounds Limit", "Max playing sounds for this sound group, 0 = no limit" ) );
// cast to the actual object
int playingSounds = soundGroup.FindPropertyRelative( "playingSoundCount" ).intValue;
EditorGUILayout.LabelField( string.Format( "Playing: {0}", playingSounds ), GUILayout.Width( 80.0f ) );
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.PropertyField( soundGroup.FindPropertyRelative( "preloadAudio" ), new GUIContent( "Preload Audio Clips", "Default = No special preloading, Preload = Audio clips are set to 'Preload', Manual Preload = Audio clips are set to not 'Preload'" ) );
EditorGUILayout.PropertyField( soundGroup.FindPropertyRelative( "volumeOverride" ), new GUIContent( "Volume Override", "All sounds played in this group will have volume scaled by this amount" ) );
if ( soundGroup.FindPropertyRelative( "volumeOverride" ).floatValue == 0.0f ) {
EditorGUILayout.HelpBox( "With a volumeOverride of 0.0, these sounds will not play!", MessageType.Warning );
}
EditorGUILayout.EndVertical();
serializedObject.ApplyModifiedProperties();
}
}
/*
-----------------------
DrawCategories()
-----------------------
*/
void DrawCategories( Event e ) {
// do any housework before we start drawing
if ( moveQueued ) {
// make a temp copy
List<SoundFX> origSoundList = new List<SoundFX>( audioManager.soundGroupings[origGroup].soundList );
SoundFX temp = origSoundList[origIndex];
List<SoundFX> moveToSoundList = new List<SoundFX>( audioManager.soundGroupings[moveToGroup].soundList );
// add it to the move to group
moveToSoundList.Add( temp );
audioManager.soundGroupings[moveToGroup].soundList = moveToSoundList.ToArray();
// and finally, remove it from the original group
origSoundList.RemoveAt( origIndex );
audioManager.soundGroupings[origGroup].soundList = origSoundList.ToArray();
Debug.Log( "> Moved '" + temp.name + "' from " + "'" + audioManager.soundGroupings[origGroup].name + "' to '" + audioManager.soundGroupings[moveToGroup].name );
MarkDirty();
moveQueued = false;
}
// switch to the next group
if ( nextGroup > -1 ) {
selectedGroup = nextGroup;
nextGroup = -1;
}
// add a sound
if ( addSound ) {
List<SoundFX> soundList = new List<SoundFX>( audioManager.soundGroupings[selectedGroup].soundList );
SoundFX soundFX = new SoundFX();
soundFX.name = audioManager.soundGroupings[selectedGroup].name.ToLower() + "_new_unnamed_sound_fx";
soundList.Add( soundFX );
audioManager.soundGroupings[selectedGroup].soundList = soundList.ToArray();
MarkDirty();
addSound = false;
}
// sort the sounds
if ( sortSounds ) {
List<SoundFX> soundList = new List<SoundFX>( audioManager.soundGroupings[selectedGroup].soundList );
soundList.Sort( delegate ( SoundFX sfx1, SoundFX sfx2 ) { return string.Compare( sfx1.name, sfx2.name ); } );
audioManager.soundGroupings[selectedGroup].soundList = soundList.ToArray();
MarkDirty();
sortSounds = false;
}
// delete a sound
if ( deleteSoundIdx > -1 ) {
List<SoundFX> soundList = new List<SoundFX>( audioManager.soundGroupings[selectedGroup].soundList );
soundList.RemoveAt( deleteSoundIdx );
audioManager.soundGroupings[selectedGroup].soundList = soundList.ToArray();
MarkDirty();
deleteSoundIdx = -1;
}
// duplicate a sound
if ( dupeSoundIdx > -1 ) {
List<SoundFX> soundList = new List<SoundFX>( audioManager.soundGroupings[selectedGroup].soundList );
SoundFX origSoundFX = soundList[dupeSoundIdx];
// clone this soundFX
string json = JsonUtility.ToJson( origSoundFX );
SoundFX soundFX = JsonUtility.FromJson<SoundFX>( json );
soundFX.name += "_duplicated";
soundList.Insert( dupeSoundIdx + 1, soundFX );
audioManager.soundGroupings[selectedGroup].soundList = soundList.ToArray();
MarkDirty();
dupeSoundIdx = -1;
}
if ( e.type == EventType.Repaint ) {
groups.Clear();
}
GUILayout.Space( 6f );
Color defaultColor = GUI.contentColor;
BeginContents();
if ( DrawHeader( "Sound FX Groups", true ) ) {
EditorGUILayout.BeginVertical( GUI.skin.box );
soundGroups.Clear();
for ( int i = 0; i < audioManager.soundGroupings.Length; i++ ) {
soundGroups.Add( audioManager.soundGroupings[i] );
}
for ( int i = 0; i < soundGroups.size; i++ ) {
EditorGUILayout.BeginHorizontal();
{
if ( i == selectedGroup ) {
GUI.contentColor = ( i == editGroup ) ? Color.white : Color.yellow;
} else {
GUI.contentColor = defaultColor;
}
if ( ( e.type == EventType.KeyDown ) && ( ( e.keyCode == KeyCode.Return ) || ( e.keyCode == KeyCode.KeypadEnter ) ) ) {
// toggle editing
if ( editGroup >= 0 ) {
editGroup = -1;
}
Event.current.Use();
}
if ( i == editGroup ) {
soundGroups[i].name = GUILayout.TextField( soundGroups[i].name, GUILayout.MinWidth( Screen.width - 80f ) );
} else {
GUILayout.Label( soundGroups[i].name, ( i == selectedGroup ) ? EditorStyles.whiteLabel : EditorStyles.label, GUILayout.ExpandWidth( true ) );
}
GUILayout.FlexibleSpace();
if ( GUILayout.Button( GUIContent.none, "OL Minus", GUILayout.Width(17f) ) ) { // minus button
if ( EditorUtility.DisplayDialog( "Delete '" + soundGroups[i].name + "'", "Are you sure you want to delete the selected sound group?", "Continue", "Cancel" ) ) {
soundGroups.RemoveAt( i );
MarkDirty();
}
}
}
EditorGUILayout.EndHorizontal();
// build a list of items
Rect lastRect = GUILayoutUtility.GetLastRect();
if ( e.type == EventType.Repaint ) {
groups.Add ( new ItemRect( i, lastRect, null ) );
}
if ( ( e.type == EventType.MouseDown ) && lastRect.Contains( e.mousePosition ) ) {
if ( ( i != selectedGroup ) || ( e.clickCount == 2 ) ) {
nextGroup = i;
if ( e.clickCount == 2 ) {
editGroup = i;
} else if ( editGroup != nextGroup ) {
editGroup = -1;
}
Repaint();
}
}
}
// add the final plus button
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if ( GUILayout.Button( GUIContent.none, "OL Plus", GUILayout.Width(17f) ) ) { // plus button
soundGroups.Add( new SoundGroup( "unnamed sound group" ) );
selectedGroup = editGroup = soundGroups.size - 1;
MarkDirty();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
// reset the color
GUI.contentColor = defaultColor;
// the sort and import buttons
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if ( GUILayout.Button( "Sort", GUILayout.Width( 70f ) ) ) {
soundGroups.Sort( delegate( SoundGroup sg1, SoundGroup sg2 ) { return string.Compare( sg1.name, sg2.name ); } );
MarkDirty();
}
EditorGUILayout.EndHorizontal();
// draw a rect around the selected item
if ( ( selectedGroup >= 0 ) && ( selectedGroup < groups.size ) ) {
EditorGUI.DrawRect( groups[selectedGroup].rect, new Color( 1f, 1f, 1f, 0.06f ) );
}
// finally move the sound groups back into the audio manager
if ( soundGroups.size > 0 ) {
audioManager.soundGroupings = soundGroups.ToArray();
}
// calculate the drop area rect
if ( ( e.type == EventType.Repaint ) && ( groups.size > 0 ) ) {
dropArea.x = groups[0].rect.x;
dropArea.y = groups[0].rect.y;
dropArea.width = groups[0].rect.width;
dropArea.height = ( groups[groups.size-1].rect.y - groups[0].rect.y ) + groups[groups.size-1].rect.height;
}
}
// draw the sound group properties now
DrawSoundGroupProperties();
EndContents();
EditorGUILayout.HelpBox("Create and delete sound groups by clicking + and - respectively. Double click to rename sound groups. Drag and drop sounds from below to the groups above to move them.", MessageType.Info);
}
public class CustomDragData{
public int originalGroupIndex;
public int originalIndex;
public SerializedProperty originalProperty;
}
public class ItemRect {
public ItemRect( int index, Rect rect, SerializedProperty prop ) {
this.index = index;
this.rect = rect;
this.prop = prop;
}
public int index;
public Rect rect;
public SerializedProperty prop;
}
private FastList<ItemRect> items = new FastList<ItemRect>();
/*
-----------------------
CreateStyles()
-----------------------
*/
void CreateStyles() {
if ( customDividerStyle == null ) {
customDividerStyle = new GUIStyle( EditorStyles.label );
customDividerStyle.normal.background = MakeTex( 4, 4, new Color( 0.5f, 0.5f, 0.5f, 0.25f ) );
customDividerStyle.margin.right -= 16;
}
}
/*
-----------------------
MakeTex()
-----------------------
*/
private Texture2D MakeTex( int width, int height, Color col ) {
Color[] pix = new Color[width*height];
for ( int i = 0; i < pix.Length; i++ )
pix[i] = col;
Texture2D result = new Texture2D(width, height);
result.SetPixels( pix );
result.Apply();
return result;
}
/*
-----------------------
DrawSoundEffects()
-----------------------
*/
void DrawSoundEffects( Event e ) {
if ( ( selectedGroup < 0 ) || ( audioManager.soundGroupings.Length == 0 ) || ( selectedGroup >= audioManager.soundGroupings.Length ) ) {
return;
}
if ( e.type == EventType.Repaint ) {
items.Clear();
} else {
CheckStartDrag( e );
}
BeginContents();
if ( DrawHeader( "Sound Effects", true ) ) {
GUILayout.Space(3f);
GUILayout.BeginVertical( GUI.skin.box );
SerializedProperty soundGroupsArray = serializedObject.FindProperty( "soundGroupings" );
SerializedProperty soundGroup = soundGroupsArray.GetArrayElementAtIndex( selectedGroup );
SerializedProperty soundList = soundGroup.FindPropertyRelative( "soundList" );
CreateStyles();
Rect prevRect = new Rect();
if ( soundList.arraySize > 0 ) {
// show all the sounds
for ( int i = 0; i < soundList.arraySize; i++ ) {
EditorGUI.indentLevel = 1;
SerializedProperty soundFX = soundList.GetArrayElementAtIndex( i );
SerializedProperty visToggle = soundFX.FindPropertyRelative( "visibilityToggle" );
EditorGUILayout.BeginHorizontal( customDividerStyle );
{
string soundFXName = soundFX.FindPropertyRelative( "name" ).stringValue;
// save the visibility state
visToggle.boolValue = EditorGUILayout.Foldout( visToggle.boolValue, soundFXName );
// play button
if ( GUILayout.Button( "\u25BA", GUILayout.Width( 17f ), GUILayout.Height( 16f ) ) ) {
if ( AudioManager.IsSoundPlaying( soundFXName ) ) {
AudioManager.StopSound( soundFXName );
} else {
AudioManager.PlaySound( soundFXName );
}
}
}
EditorGUILayout.EndHorizontal();
if ( visToggle.boolValue ) {
EditorGUILayout.PropertyField( soundFX, true );
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if ( GUILayout.Button( "Delete FX", GUILayout.Width( Screen.width / 3.0f ) ) ) {
if ( EditorUtility.DisplayDialog( "Delete " + soundFX.displayName, "Are you sure?", "Yes", "No!" ) ) {
deleteSoundIdx = i;
}
}
if ( GUILayout.Button( "Duplicate FX", GUILayout.Width( Screen.width / 3.0f ) ) ) {
dupeSoundIdx = i;
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
GUILayout.Space( 10.0f );
}
if ( e.type == EventType.Repaint ) {
// GetLastRect() is now returning the last rect drawn in the property drawer,
// not the rect used for the entire SoundFX
Rect curRect = prevRect;
curRect.y = prevRect.y + EditorGUIUtility.singleLineHeight;
Rect lastRect = GUILayoutUtility.GetLastRect();
curRect.height = ( lastRect.y + lastRect.height ) - curRect.y;
curRect.width = Screen.width;
items.Add( new ItemRect( i, curRect, soundFX ) );
}
prevRect = GUILayoutUtility.GetLastRect();
}
} else {
EditorGUILayout.LabelField( " " );
}
GUILayout.EndVertical();
GUILayout.Space(3f);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if ( GUILayout.Button( "Add FX", GUILayout.Width( 70f ) ) ) {
//soundList.InsertArrayElementAtIndex( soundList.arraySize );
//MarkDirty();
addSound = true;
}
if ( GUILayout.Button( "Sort", GUILayout.Width( 70f ) ) ) {
sortSounds = true;
}
EditorGUILayout.EndHorizontal();
}
EndContents();
UpdateDrag( e );
}
/*
-----------------------
CheckStartDrag()
-----------------------
*/
void CheckStartDrag( Event e ) {
if ( ( e.type == EventType.MouseDrag ) && ( e.button == 0 ) ) {
for ( int i = 0; i < items.size; i++ ) {
if ( items[i].rect.Contains( e.mousePosition ) ) {
DragAndDrop.PrepareStartDrag();// reset data
CustomDragData dragData = new CustomDragData();
dragData.originalGroupIndex = selectedGroup;
dragData.originalIndex = items[i].index;
dragData.originalProperty = items[i].prop;
DragAndDrop.SetGenericData( dragDropIdentifier, dragData );
DragAndDrop.objectReferences = new Object[0];
DragAndDrop.StartDrag( dragData.originalProperty.FindPropertyRelative( "name" ).stringValue );
e.Use();
}
}
}
}
/*
-----------------------
FindGroupIndex()
-----------------------
*/
int FindGroupIndex( Event e ) {
for ( int i = 0; i < groups.size; i++ ) {
if ( groups[i].rect.Contains( e.mousePosition ) ) {
return i;
}
}
return -1;
}
/*
-----------------------
UpdateDrag()
-----------------------
*/
void UpdateDrag( Event e ) {
CustomDragData dragData = DragAndDrop.GetGenericData( dragDropIdentifier ) as CustomDragData;
if ( dragData == null ) {
return;
}
int groupIndex = FindGroupIndex( e );
switch ( e.type ) {
case EventType.DragUpdated:
if ( ( groupIndex >= 0 ) && ( groupIndex != selectedGroup ) ) {
DragAndDrop.visualMode = DragAndDropVisualMode.Move;
} else {
DragAndDrop.visualMode = DragAndDropVisualMode.Rejected;
}
e.Use();
break;
case EventType.Repaint:
if ( ( DragAndDrop.visualMode == DragAndDropVisualMode.None ) ||
( DragAndDrop.visualMode == DragAndDropVisualMode.Rejected ) ) {
break;
}
if ( groupIndex >= 0 && groupIndex < groups.size ) {
EditorGUI.DrawRect( groups[groupIndex].rect, new Color( 0f, 1f, 0f, 0.1f ) );
}
break;
case EventType.DragPerform:
DragAndDrop.AcceptDrag();
// queue the sound FX move
QueueSoundFXMove( dragData.originalGroupIndex, dragData.originalIndex, groupIndex );
e.Use();
break;
case EventType.MouseUp:
// in case MouseDrag never occurred:
DragAndDrop.PrepareStartDrag();
break;
}
}
/*
-----------------------
QueueSoundFXMove()
-----------------------
*/
void QueueSoundFXMove( int origGroupIndex, int origSoundIndex, int newGroupIndex ) {
moveQueued = true;
origGroup = origGroupIndex;
origIndex = origSoundIndex;
moveToGroup = newGroupIndex;
}
/*
-----------------------
DrawHeader()
-----------------------
*/
static public bool DrawHeader (string text) { return DrawHeader(text, text, false); }
static public bool DrawHeader (string text, string key) { return DrawHeader(text, key, false); }
static public bool DrawHeader (string text, bool forceOn) { return DrawHeader(text, text, forceOn); }
static public bool DrawHeader( string text, string key, bool forceOn ) {
bool state = EditorPrefs.GetBool(key, true);
GUILayout.Space(3f);
if (!forceOn && !state) GUI.backgroundColor = new Color(0.8f, 0.8f, 0.8f);
GUILayout.BeginHorizontal();
GUILayout.Space(3f);
GUI.changed = false;
text = "<b><size=11>" + text + "</size></b>";
if (state) text = "\u25BC " + text;
else text = "\u25B6 " + text;
if (!GUILayout.Toggle(true, text, "dragtab", GUILayout.MinWidth(20f))) state = !state;
if (GUI.changed) EditorPrefs.SetBool(key, state);
GUILayout.Space(2f);
GUILayout.EndHorizontal();
GUI.backgroundColor = Color.white;
if (!forceOn && !state) GUILayout.Space(3f);
return state;
}
/*
-----------------------
BeginContents()
-----------------------
*/
static public void BeginContents() {
GUILayout.BeginHorizontal();
GUILayout.Space(4f);
EditorGUILayout.BeginHorizontal(GUILayout.MinHeight(10f));
GUILayout.BeginVertical();
GUILayout.Space(2f);
}
/*
-----------------------
EndContents()
-----------------------
*/
static public void EndContents() {
GUILayout.Space(3f);
GUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
GUILayout.Space(3f);
GUILayout.EndHorizontal();
GUILayout.Space(3f);
}
}

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using UnityEditor;
using UnityEngine;
/*
-----------------------
MinMaxPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer (typeof (MinMaxAttribute))]
public class MinMaxPropertyDrawer : PropertyDrawer {
// Provide easy access to the MinMaxAttribute for reading information from it.
MinMaxAttribute minMax { get { return ((MinMaxAttribute)attribute); } }
/*
-----------------------
GetPropertyHeight()
-----------------------
*/
public override float GetPropertyHeight( SerializedProperty prop, GUIContent label ) {
return base.GetPropertyHeight( prop, label ) * 2f;
}
/*
-----------------------
OnGUI()
-----------------------
*/
public override void OnGUI( Rect position, SerializedProperty property, GUIContent label ) {
Rect sliderPosition = EditorGUI.PrefixLabel( position, label );
SerializedProperty min = property.FindPropertyRelative( "x" );
SerializedProperty max = property.FindPropertyRelative( "y" );
// draw the range and the reset button first so that the slider doesn't grab all the input
Rect rangePosition = sliderPosition;
rangePosition.y += rangePosition.height * 0.5f;
rangePosition.height *= 0.5f;
Rect contentPosition = rangePosition;
EditorGUI.indentLevel = 0;
EditorGUIUtility.labelWidth = 30f;
contentPosition.width *= 0.3f;
EditorGUI.PropertyField(contentPosition, min, new GUIContent( "Min" ) );
contentPosition.x += contentPosition.width + 20f;
EditorGUI.PropertyField( contentPosition, max, new GUIContent( "Max" ) );
contentPosition.x += contentPosition.width + 20f;
contentPosition.width = 50.0f;
if ( GUI.Button( contentPosition, "Reset" ) ) {
min.floatValue = minMax.minDefaultVal;
max.floatValue = minMax.maxDefaultVal;
}
float minValue = min.floatValue;
float maxValue = max.floatValue;
EditorGUI.MinMaxSlider( sliderPosition, GUIContent.none, ref minValue, ref maxValue, minMax.min, minMax.max );
// round to readable values
min.floatValue = Mathf.Round( minValue / 0.01f ) * 0.01f;
max.floatValue = Mathf.Round( maxValue / 0.01f ) * 0.01f;
}
}

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using UnityEditor;
using UnityEngine;
/*
-----------------------
MixerSnapshotPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer( typeof( MixerSnapshot ) )]
public class MixerSnapshotPropertyDrawer : PropertyDrawer {
// Draw the property inside the given rect
public override void OnGUI( Rect position, SerializedProperty property, GUIContent label ) {
// Using BeginProperty / EndProperty on the parent property means that
// prefab override logic works on the entire property.
EditorGUI.BeginProperty( position, label, property );
// Draw label
position = EditorGUI.PrefixLabel( position, GUIUtility.GetControlID( FocusType.Passive ), label );
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
EditorGUIUtility.labelWidth = 65;
float width = ( position.width - 15.0f ) / 2.0f;
// Calculate rects
var srcRect = new Rect( position.x, position.y, width + 20, position.height ); position.x += width + 25.0f;
var destRect = new Rect( position.x, position.y, width - 60, position.height ); position.x += width - 60.0f;
var secsRect = new Rect( position.x, position.y, 40, position.height );
// Draw fields - pass GUIContent.none to each so they are drawn without labels
EditorGUI.PropertyField( srcRect, property.FindPropertyRelative( "snapshot" ), GUIContent.none );
EditorGUI.PropertyField( destRect, property.FindPropertyRelative( "transitionTime" ), new GUIContent( "Transition" ) );
EditorGUI.LabelField( secsRect, new GUIContent( "sec(s)" ) );
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
/*
-----------------------
OSPPropsPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer(typeof(OSPProps))]
public class OSPPropsPropertyDrawer : PropertyDrawer {
static float lineHeight = EditorGUIUtility.singleLineHeight + 2.0f;
static float indent = 32.0f;
// TODO - some day just enumerate these
static string[] props = new string[] { "useFastOverride", "gain", "enableInvSquare", "volumetric" , "invSquareFalloff" };
static string[] names = new string[] { "Reflections Enabled", "Gain", "Enable Oculus Atten.", "Volumetric", "Range" };
static int[] lines = new int[] { 1, 1, 1, 1, 2, 2 };
/*
-----------------------
OnGUI()
-----------------------
*/
public override void OnGUI( Rect position, SerializedProperty prop, GUIContent label ) {
SerializedProperty playSpatializedProp = prop.FindPropertyRelative("enableSpatialization");
position.height = lineHeight;
EditorGUI.PropertyField( position, playSpatializedProp );
if ( playSpatializedProp.boolValue ) {
position.y += lineHeight + 4.0f;
Rect posLine = position;
posLine.x += indent;
posLine.width -= indent;
posLine.height = 1f;
GUI.Box( posLine, "" );
position.y -= 10.0f;
for ( int i = 0; i < props.Length; i++ ) {
position.y += lineHeight;
position.height = ( lineHeight * lines[i] );
SerializedProperty sibling = prop.FindPropertyRelative( props[i] );
EditorGUI.PropertyField( position, sibling, new GUIContent( names[i] ) );
}
}
}
/*
-----------------------
GetPropertyHeight()
-----------------------
*/
public override float GetPropertyHeight (SerializedProperty prop, GUIContent label) {
SerializedProperty playSpatializedProp = prop.FindPropertyRelative("enableSpatialization");
if ( !playSpatializedProp.boolValue ) {
return base.GetPropertyHeight( prop, label );
} else {
return base.GetPropertyHeight( prop, label ) + ( lineHeight * ( props.Length + 1 ) ) + 16.0f;
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
/*
-----------------------
SoundFXPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer(typeof(SoundFX))]
public class SoundFXPropertyDrawer : PropertyDrawer {
static float lineHeight = EditorGUIUtility.singleLineHeight + 2.0f;
static string[] props = new string[] { "name", "playback", "volume", "pitchVariance", "falloffDistance", "falloffCurve", "reverbZoneMix", "spread", "pctChanceToPlay", "priority", "delay", "looping", "ospProps", "soundClips" };
/*
-----------------------
OnGUI()
-----------------------
*/
public override void OnGUI( Rect position, SerializedProperty prop, GUIContent label ) {
EditorGUILayout.BeginVertical();
for ( int i = 0; i < props.Length; i++ ) {
EditorGUI.indentLevel = 2;
SerializedProperty property = prop.FindPropertyRelative( props[i] );
if ( props[i] == "reverbZoneMix" ) {
EditorGUILayout.BeginHorizontal();
SerializedProperty reverbCurve = prop.FindPropertyRelative( "reverbZoneMix" );
EditorGUILayout.PropertyField( reverbCurve, true, GUILayout.Width( Screen.width - 130.0f ) );
if ( GUILayout.Button( "Reset", GUILayout.Width( 50.0f ) ) ) {
reverbCurve.animationCurveValue = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
}
EditorGUILayout.EndHorizontal();
} else {
EditorGUILayout.PropertyField( property, true, GUILayout.Width( Screen.width - 80.0f ) );
position.y += lineHeight + 4.0f;
if ( props[i] == "falloffCurve" ) {
if ( property.enumValueIndex == (int)AudioRolloffMode.Custom ) {
EditorGUILayout.PropertyField( prop.FindPropertyRelative( "volumeFalloffCurve" ), true, GUILayout.Width( Screen.width - 80.0f ) );
position.y += lineHeight + 4.0f;
}
}
}
}
EditorGUILayout.EndVertical();
GUILayout.Space( 5.0f );
}
/*
-----------------------
GetPropertyHeight()
-----------------------
*/
public override float GetPropertyHeight (SerializedProperty prop, GUIContent label) {
return base.GetPropertyHeight( prop, label );
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
/*
-----------------------
SoundFXRefPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer(typeof(SoundFXRef))]
public class SoundFXRefPropertyDrawer : PropertyDrawer {
static private GUIStyle disabledStyle = null;
/*
-----------------------
OnGUI()
-----------------------
*/
public override void OnGUI( Rect position, SerializedProperty prop, GUIContent label ) {
int idx = 0;
Rect buttonPosition = position;
buttonPosition.x = position.x + position.width - 40f;
buttonPosition.width = 20f;
position.width = buttonPosition.x - position.x - 2f;
SerializedProperty nameProp = prop.FindPropertyRelative( "soundFXName" );
if ( AudioManager.GetGameObject() == null ) {
if ( disabledStyle == null ) {
disabledStyle = new GUIStyle();
disabledStyle.normal.textColor = Color.gray;
}
EditorGUI.LabelField(position, label.text, nameProp.stringValue, disabledStyle );
}
else {
string[] soundFXNames = AudioManager.GetSoundFXNames( nameProp.stringValue, out idx );
idx = EditorGUI.Popup( position, label.text, idx, soundFXNames );
nameProp.stringValue = AudioManager.NameMinusGroup( soundFXNames[idx] );
// play button
if ( GUI.Button( buttonPosition, "\u25BA" ) ) {
if ( AudioManager.IsSoundPlaying( nameProp.stringValue ) ) {
AudioManager.StopSound( nameProp.stringValue );
} else {
AudioManager.PlaySound( nameProp.stringValue );
}
}
buttonPosition.x += 22.0f;
// select audio manager
if ( GUI.Button( buttonPosition, "\u2630" ) ) {
Selection.activeGameObject = AudioManager.GetGameObject();
}
}
}
}

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using UnityEngine;
/*
-----------------------
MinMaxAttribute
-----------------------
*/
public class MinMaxAttribute : PropertyAttribute {
public float minDefaultVal = 1.0f;
public float maxDefaultVal = 1.0f;
public float min = 0.0f;
public float max = 1.0f;
public MinMaxAttribute( float minDefaultVal, float maxDefaultVal, float min, float max ) {
this.minDefaultVal = minDefaultVal;
this.maxDefaultVal = maxDefaultVal;
this.min = min;
this.max = max;
}
}

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using UnityEngine;
using UnityEngine.Audio;
using System.Collections;
/*
-----------------------
SoundEmitter()
-----------------------
*/
public class SoundEmitter : MonoBehaviour {
public enum FadeState {
Null,
FadingIn,
FadingOut,
Ducking,
}
// OPTIMIZE
public float volume { get { return audioSource.volume; } set { audioSource.volume = value; } }
public float pitch { get { return audioSource.pitch; } set { audioSource.pitch = value; } }
public AudioClip clip { get { return audioSource.clip; } set { audioSource.clip = value; } }
public float time { get { return audioSource.time; } set { audioSource.time = value; } }
public float length { get { return ( audioSource.clip != null ) ? audioSource.clip.length : 0.0f; } }
public bool loop { get { return audioSource.loop; } set { audioSource.loop = value; } }
public bool mute { get { return audioSource.mute; } set { audioSource.mute = value; } }
public AudioVelocityUpdateMode velocityUpdateMode { get { return audioSource.velocityUpdateMode; } set { audioSource.velocityUpdateMode = value; } }
public bool isPlaying { get { return audioSource.isPlaying; } }
public EmitterChannel channel = EmitterChannel.Reserved;
public bool disableSpatialization = false;
private FadeState state = FadeState.Null;
[System.NonSerialized]
[HideInInspector]
public AudioSource audioSource = null;
[System.NonSerialized]
[HideInInspector]
public SoundPriority priority = SoundPriority.Default;
[System.NonSerialized]
[HideInInspector]
public ONSPAudioSource osp = null;
[System.NonSerialized]
[HideInInspector]
public float endPlayTime = 0.0f;
private Transform lastParentTransform = null;
[System.NonSerialized]
[HideInInspector]
public float defaultVolume = 1.0f;
[System.NonSerialized]
[HideInInspector]
public Transform defaultParent = null;
[System.NonSerialized]
[HideInInspector]
public int originalIdx = -1;
[System.NonSerialized]
[HideInInspector]
public System.Action onFinished = null;
[System.NonSerialized]
[HideInInspector]
public System.Action<object> onFinishedObject = null;
[System.NonSerialized]
[HideInInspector]
public object onFinishedParam;
[System.NonSerialized]
[HideInInspector]
public SoundGroup playingSoundGroup = null;
/*
-----------------------
Awake()
-----------------------
*/
void Awake() {
// unity defaults to 'playOnAwake = true'
audioSource = GetComponent<AudioSource>();
if ( audioSource == null ) {
audioSource = gameObject.AddComponent<AudioSource>();
}
// is the spatialized audio enabled?
if ( AudioManager.enableSpatialization && !disableSpatialization ) {
osp = GetComponent<ONSPAudioSource>();
if ( osp == null ) {
osp = gameObject.AddComponent<ONSPAudioSource>();
}
}
audioSource.playOnAwake = false;
audioSource.Stop();
}
/*
-----------------------
SetPlayingSoundGroup()
-----------------------
*/
public void SetPlayingSoundGroup( SoundGroup soundGroup ) {
playingSoundGroup = soundGroup;
if ( soundGroup != null ) {
soundGroup.IncrementPlayCount();
}
}
/*
-----------------------
SetOnFinished()
-----------------------
*/
public void SetOnFinished( System.Action onFinished ) {
this.onFinished = onFinished;
}
/*
-----------------------
SetOnFinished()
-----------------------
*/
public void SetOnFinished( System.Action<object> onFinished, object obj ) {
onFinishedObject = onFinished;
onFinishedParam = obj;
}
/*
-----------------------
SetChannel()
-----------------------
*/
public void SetChannel( int _channel ) {
channel = (EmitterChannel)_channel;
}
/*
-----------------------
SetDefaultParent()
-----------------------
*/
public void SetDefaultParent( Transform parent ) {
defaultParent = parent;
}
/*
-----------------------
SetAudioMixer()
-----------------------
*/
public void SetAudioMixer( AudioMixerGroup _mixer ) {
if ( audioSource != null ) {
audioSource.outputAudioMixerGroup = _mixer;
}
}
/*
-----------------------
IsPlaying()
-----------------------
*/
public bool IsPlaying() {
if ( loop && audioSource.isPlaying ) {
return true;
}
return endPlayTime > Time.time;
}
/*
-----------------------
Play()
-----------------------
*/
public void Play() {
// overrides everything
state = FadeState.Null;
endPlayTime = Time.time + length;
StopAllCoroutines();
audioSource.Play();
}
/*
-----------------------
Pause()
-----------------------
*/
public void Pause() {
// overrides everything
state = FadeState.Null;
StopAllCoroutines();
audioSource.Pause();
}
/*
-----------------------
Stop()
-----------------------
*/
public void Stop() {
// overrides everything
state = FadeState.Null;
StopAllCoroutines();
if ( audioSource != null ) {
audioSource.Stop();
}
if ( onFinished != null ) {
onFinished();
onFinished = null;
}
if ( onFinishedObject != null ) {
onFinishedObject( onFinishedParam );
onFinishedObject = null;
}
if ( playingSoundGroup != null ) {
playingSoundGroup.DecrementPlayCount();
playingSoundGroup = null;
}
}
/*
-----------------------
GetSampleTime()
-----------------------
*/
int GetSampleTime() {
return audioSource.clip.samples - audioSource.timeSamples;
}
/*
-----------------------
ParentTo()
-----------------------
*/
public void ParentTo( Transform parent ) {
if ( lastParentTransform != null ) {
Debug.LogError( "[SoundEmitter] You must detach the sound emitter before parenting to another object!" );
return;
}
lastParentTransform = transform.parent;
transform.parent = parent;
}
/*
-----------------------
DetachFromParent()
-----------------------
*/
public void DetachFromParent() {
if ( lastParentTransform == null ) {
transform.parent = defaultParent;
return;
}
transform.parent = lastParentTransform;
lastParentTransform = null;
}
/*
-----------------------
ResetParent()
-----------------------
*/
public void ResetParent( Transform parent ) {
transform.parent = parent;
lastParentTransform = null;
}
/*
-----------------------
SyncTo()
-----------------------
*/
public void SyncTo( SoundEmitter other, float fadeTime, float toVolume ) {
StartCoroutine( DelayedSyncTo( other, fadeTime, toVolume ) );
}
/*
-----------------------
DelayedSyncTo()
have to wait until the end of frame to do proper sync'ing
-----------------------
*/
IEnumerator DelayedSyncTo( SoundEmitter other, float fadeTime, float toVolume ) {
yield return new WaitForEndOfFrame();
//audio.timeSamples = other.GetSampleTime();
//audio.time = Mathf.Min( Mathf.Max( 0.0f, other.time - other.length ), other.time );
audioSource.time = other.time;
audioSource.Play();
FadeTo( fadeTime, toVolume );
}
/*
-----------------------
FadeTo()
-----------------------
*/
public void FadeTo( float fadeTime, float toVolume ) {
//Log.Print( ">>> FADE TO: " + channel );
// don't override a fade out
if ( state == FadeState.FadingOut ) {
//Log.Print( " ....ABORTED" );
return;
}
state = FadeState.Ducking;
StopAllCoroutines();
StartCoroutine( FadeSoundChannelTo( fadeTime, toVolume ) );
}
/*
-----------------------
FadeIn()
-----------------------
*/
public void FadeIn( float fadeTime, float defaultVolume ) {
//Log.Print( ">>> FADE IN: " + channel );
audioSource.volume = 0.0f;
state = FadeState.FadingIn;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( 0.0f, fadeTime, Fade.In, defaultVolume ) );
}
/*
-----------------------
FadeIn()
-----------------------
*/
public void FadeIn( float fadeTime ) {
//Log.Print( ">>> FADE IN: " + channel );
audioSource.volume = 0.0f;
state = FadeState.FadingIn;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( 0.0f, fadeTime, Fade.In, defaultVolume ) );
}
/*
-----------------------
FadeOut()
-----------------------
*/
public void FadeOut( float fadeTime ) {
//Log.Print( ">>> FADE OUT: " + channel );
if ( !audioSource.isPlaying ) {
//Log.Print( " ... SKIPPING" );
return;
}
state = FadeState.FadingOut;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( 0.0f, fadeTime, Fade.Out, audioSource.volume ) );
}
/*
-----------------------
FadeOutDelayed()
-----------------------
*/
public void FadeOutDelayed( float delayedSecs, float fadeTime ) {
//Log.Print( ">>> FADE OUT DELAYED: " + channel );
if ( !audioSource.isPlaying ) {
//Log.Print( " ... SKIPPING" );
return;
}
state = FadeState.FadingOut;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( delayedSecs, fadeTime, Fade.Out, audioSource.volume ) );
}
/*
-----------------------
FadeSoundChannelTo()
-----------------------
*/
IEnumerator FadeSoundChannelTo( float fadeTime, float toVolume ) {
float start = audioSource.volume;
float end = toVolume;
float startTime = Time.realtimeSinceStartup;
float elapsedTime = 0.0f;
while ( elapsedTime < fadeTime ) {
elapsedTime = Time.realtimeSinceStartup - startTime;
float t = elapsedTime / fadeTime;
audioSource.volume = Mathf.Lerp( start, end, t );
yield return 0;
}
state = FadeState.Null;
}
/*
-----------------------
FadeSoundChannel()
-----------------------
*/
IEnumerator FadeSoundChannel( float delaySecs, float fadeTime, Fade fadeType, float defaultVolume ) {
if ( delaySecs > 0.0f ) {
yield return new WaitForSeconds( delaySecs );
}
float start = ( fadeType == Fade.In ) ? 0.0f : defaultVolume;
float end = ( fadeType == Fade.In ) ? defaultVolume : 0.0f;
bool restartPlay = false;
if ( fadeType == Fade.In ) {
if ( Time.time == 0.0f ) {
restartPlay = true;
}
audioSource.volume = 0.0f;
audioSource.Play();
}
float startTime = Time.realtimeSinceStartup;
float elapsedTime = 0.0f;
while ( elapsedTime < fadeTime ) {
elapsedTime = Time.realtimeSinceStartup - startTime;
float t = elapsedTime / fadeTime;
audioSource.volume = Mathf.Lerp( start, end, t );
yield return 0;
if ( restartPlay && ( Time.time > 0.0f ) ) {
audioSource.Play();
restartPlay = false;
}
if ( !audioSource.isPlaying ) {
break;
}
}
if ( fadeType == Fade.Out ) {
Stop();
}
state = FadeState.Null;
}
}

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using UnityEngine;
using UnityEngine.Audio;
public enum SoundFXNext {
Random = 0,
Sequential = 1,
}
public enum FreqHint {
None = 0,
Wide = 1,
Narrow = 2,
}
public enum SoundPriority {
VeryLow = -2,
Low = -1,
Default = 0,
High = 1,
VeryHigh = 2,
}
[System.Serializable]
public class OSPProps {
public OSPProps() {
enableSpatialization = false;
useFastOverride = false;
gain = 0.0f;
enableInvSquare = false;
volumetric = 0.0f;
invSquareFalloff = new Vector2( 1.0f, 25.0f );
}
[Tooltip( "Set to true to play the sound FX spatialized with binaural HRTF, default = false")]
public bool enableSpatialization = false;
[Tooltip( "Play the sound FX with reflections, default = false")]
public bool useFastOverride = false;
[Tooltip( "Boost the gain on the spatialized sound FX, default = 0.0")]
[Range( 0.0f, 24.0f )]
public float gain = 0.0f;
[Tooltip("Enable Inverse Square attenuation curve, default = false")]
public bool enableInvSquare = false;
[Tooltip("Change the sound from point source (0.0f) to a spherical volume, default = 0.0")]
[Range(0.0f, 1000.0f)]
public float volumetric = 0.0f;
[Tooltip("Set the near and far falloff value for the OSP attenuation curve, default = 1.0")]
[MinMax ( 1.0f, 25.0f, 0.0f, 250.0f )]
public Vector2 invSquareFalloff = new Vector2( 1.0f, 25.0f );
}
/*
-----------------------
SoundFX
-----------------------
*/
[System.Serializable]
public class SoundFX {
public SoundFX() {
playback = SoundFXNext.Random;
volume = 1.0f;
pitchVariance = Vector2.one;
falloffDistance = new Vector2( 1.0f, 25.0f );
falloffCurve = AudioRolloffMode.Linear;
volumeFalloffCurve = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
reverbZoneMix = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
spread = 0.0f;
pctChanceToPlay = 1.0f;
priority = SoundPriority.Default;
delay = Vector2.zero;
looping = false;
ospProps = new OSPProps();
}
[Tooltip( "Each sound FX should have a unique name")]
public string name = string.Empty;
[Tooltip( "Sound diversity playback option when multiple audio clips are defined, default = Random")]
public SoundFXNext playback = SoundFXNext.Random;
[Tooltip( "Default volume for this sound FX, default = 1.0")]
[Range (0.0f, 1.0f)]
public float volume = 1.0f;
[Tooltip( "Random pitch variance each time a sound FX is played, default = 1.0 (none)")]
[MinMax ( 1.0f, 1.0f, 0.0f, 2.0f )]
public Vector2 pitchVariance = Vector2.one;
[Tooltip( "Falloff distance for the sound FX, default = 1m min to 25m max")]
[MinMax ( 1.0f, 25.0f, 0.0f, 250.0f )]
public Vector2 falloffDistance = new Vector2( 1.0f, 25.0f );
[Tooltip( "Volume falloff curve - sets how the sound FX attenuates over distance, default = Linear")]
public AudioRolloffMode falloffCurve = AudioRolloffMode.Linear;
[Tooltip( "Defines the custom volume falloff curve")]
public AnimationCurve volumeFalloffCurve = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
[Tooltip( "The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones | Valid range is 0.0 - 1.1, default = 1.0" )]
public AnimationCurve reverbZoneMix = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
[Tooltip( "Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space, default = 0")]
[Range (0.0f, 360.0f)]
public float spread = 0.0f;
[Tooltip( "The percentage chance that this sound FX will play | 0.0 = none, 1.0 = 100%, default = 1.0")]
[Range (0.0f, 1.0f)]
public float pctChanceToPlay = 1.0f;
[Tooltip( "Sets the priority for this sound to play and/or to override a currently playing sound FX, default = Default")]
public SoundPriority priority = SoundPriority.Default;
[Tooltip( "Specifies the default delay when this sound FX is played, default = 0.0 secs")]
[MinMax ( 0.0f, 0.0f, 0.0f, 2.0f )]
public Vector2 delay = Vector2.zero; // this overrides any delay passed into PlaySound() or PlaySoundAt()
[Tooltip( "Set to true for the sound to loop continuously, default = false")]
public bool looping = false;
public OSPProps ospProps = new OSPProps();
[Tooltip( "List of the audio clips assigned to this sound FX")]
public AudioClip[] soundClips = new AudioClip[1];
// editor only - unfortunately if we set it not to serialize, we can't query it from the editor
public bool visibilityToggle = false;
// runtime vars
[System.NonSerialized]
private SoundGroup soundGroup = null;
private int lastIdx = -1;
private int playingIdx = -1;
public int Length { get { return soundClips.Length; } }
public bool IsValid { get { return ( ( soundClips.Length != 0 ) && ( soundClips[0] != null ) ); } }
public SoundGroup Group { get { return soundGroup; } set { soundGroup = value; } }
public float MaxFalloffDistSquared { get { return falloffDistance.y * falloffDistance.y; } }
public float GroupVolumeOverride { get { return ( soundGroup != null ) ? soundGroup.volumeOverride : 1.0f; } }
/*
-----------------------
GetClip()
-----------------------
*/
public AudioClip GetClip() {
if ( soundClips.Length == 0 ) {
return null;
} else if ( soundClips.Length == 1 ) {
return soundClips[0];
}
if ( playback == SoundFXNext.Random ) {
// random, but don't pick the last one
int idx = Random.Range( 0, soundClips.Length );
while ( idx == lastIdx ) {
idx = Random.Range( 0, soundClips.Length );
}
lastIdx = idx;
return soundClips[idx];
} else {
// sequential
if ( ++lastIdx >= soundClips.Length ) {
lastIdx = 0;
}
return soundClips[lastIdx];
}
}
/*
-----------------------
GetMixerGroup()
-----------------------
*/
public AudioMixerGroup GetMixerGroup( AudioMixerGroup defaultMixerGroup ) {
if ( soundGroup != null ) {
return ( soundGroup.mixerGroup != null ) ? soundGroup.mixerGroup : defaultMixerGroup;
}
return defaultMixerGroup;
}
/*
-----------------------
ReachedGroupPlayLimit()
-----------------------
*/
public bool ReachedGroupPlayLimit() {
if ( soundGroup != null ) {
return !soundGroup.CanPlaySound();
}
return false;
}
/*
-----------------------
GetClipLength()
-----------------------
*/
public float GetClipLength( int idx ) {
if ( ( idx == -1 ) || ( soundClips.Length == 0 ) || ( idx >= soundClips.Length ) || ( soundClips[idx] == null ) ) {
return 0.0f;
} else {
return soundClips[idx].length;
}
}
/*
-----------------------
GetPitch()
-----------------------
*/
public float GetPitch() {
return Random.Range( pitchVariance.x, pitchVariance.y );
}
/*
-----------------------
PlaySound()
-----------------------
*/
public int PlaySound( float delaySecs = 0.0f ) {
playingIdx = -1;
if ( !IsValid ) {
return playingIdx;
}
// check the random chance to play here to save the function calls
if ( ( pctChanceToPlay > 0.99f ) || ( Random.value < pctChanceToPlay ) ) {
if ( delay.y > 0.0f ) {
delaySecs = Random.Range( delay.x, delay.y );
}
playingIdx = AudioManager.PlaySound( this, EmitterChannel.Any, delaySecs );
}
return playingIdx;
}
/*
-----------------------
PlaySoundAt()
-----------------------
*/
public int PlaySoundAt( Vector3 pos, float delaySecs = 0.0f, float volumeOverride = 1.0f, float pitchMultiplier = 1.0f ) {
playingIdx = -1;
if ( !IsValid ) {
return playingIdx;
}
// check the random chance to play here to save the function calls
if ( ( pctChanceToPlay > 0.99f ) || ( Random.value < pctChanceToPlay ) ) {
if ( delay.y > 0.0f ) {
delaySecs = Random.Range( delay.x, delay.y );
}
playingIdx = AudioManager.PlaySoundAt( pos, this, EmitterChannel.Any, delaySecs, volumeOverride, pitchMultiplier );
}
return playingIdx;
}
/*
-----------------------
SetOnFinished()
get a callback when the sound is finished playing
-----------------------
*/
public void SetOnFinished( System.Action onFinished ) {
if ( playingIdx > -1 ) {
AudioManager.SetOnFinished( playingIdx, onFinished );
}
}
/*
-----------------------
SetOnFinished()
get a callback with an object parameter when the sound is finished playing
-----------------------
*/
public void SetOnFinished( System.Action<object> onFinished, object obj ) {
if ( playingIdx > -1 ) {
AudioManager.SetOnFinished( playingIdx, onFinished, obj );
}
}
/*
-----------------------
StopSound()
-----------------------
*/
public bool StopSound() {
bool stopped = false;
if (playingIdx > -1){
stopped = AudioManager.StopSound(playingIdx);
playingIdx = -1;
}
return stopped;
}
/*
-----------------------
AttachToParent()
-----------------------
*/
public void AttachToParent( Transform parent) {
if (playingIdx > -1) {
AudioManager.AttachSoundToParent(playingIdx, parent);
}
}
/*
-----------------------
DetachFromParent()
-----------------------
*/
public void DetachFromParent() {
if (playingIdx > -1) {
AudioManager.DetachSoundFromParent(playingIdx);
}
}
}

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using UnityEngine;
using System.Collections;
/*
-----------------------
SoundFXRef
just a references to a SoundFX.. all the SoundFX methods are called indirectly from here
-----------------------
*/
[System.Serializable]
public class SoundFXRef {
public string soundFXName = string.Empty;
private bool initialized = false;
private SoundFX soundFXCached = null;
public SoundFX soundFX {
get {
if ( !initialized ) {
Init();
}
return soundFXCached;
}
}
public string name { get { return soundFXName; } set { soundFXName = value; Init(); } }
/*
-----------------------
Init()
-----------------------
*/
void Init() {
// look up the actual SoundFX object
soundFXCached = AudioManager.FindSoundFX( soundFXName );
if ( soundFXCached == null ) {
soundFXCached = AudioManager.FindSoundFX( string.Empty );
}
initialized = true;
}
/*
-----------------------
Length()
-----------------------
*/
public int Length { get { return soundFX.Length; } }
/*
-----------------------
IsValid()
-----------------------
*/
public bool IsValid { get { return soundFX.IsValid; } }
/*
-----------------------
GetClip()
-----------------------
*/
public AudioClip GetClip() {
return soundFX.GetClip();
}
/*
-----------------------
GetClipLength()
-----------------------
*/
public float GetClipLength( int idx ) {
return soundFX.GetClipLength( idx );
}
/*
-----------------------
PlaySound()
-----------------------
*/
public int PlaySound( float delaySecs = 0.0f ) {
return soundFX.PlaySound( delaySecs );
}
/*
-----------------------
PlaySoundAt()
-----------------------
*/
public int PlaySoundAt( Vector3 pos, float delaySecs = 0.0f, float volume = 1.0f, float pitchMultiplier = 1.0f ) {
return soundFX.PlaySoundAt( pos, delaySecs, volume, pitchMultiplier );
}
/*
-----------------------
SetOnFinished()
get a callback when the sound is finished playing
-----------------------
*/
public void SetOnFinished( System.Action onFinished ) {
soundFX.SetOnFinished( onFinished );
}
/*
-----------------------
SetOnFinished()
get a callback with an object parameter when the sound is finished playing
-----------------------
*/
public void SetOnFinished( System.Action<object> onFinished, object obj ) {
soundFX.SetOnFinished( onFinished, obj );
}
/*
-----------------------
StopSound()
-----------------------
*/
public bool StopSound() {
return soundFX.StopSound();
}
/*
-----------------------
AttachToParent()
-----------------------
*/
public void AttachToParent( Transform parent)
{
soundFX.AttachToParent( parent);
}
/*
-----------------------
DetachFromParent()
-----------------------
*/
public void DetachFromParent()
{
soundFX.DetachFromParent();
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
[CustomPropertyDrawer(typeof(InspectorNoteAttribute))]
public class DrawerInspectorNote : DecoratorDrawer
{
public override void OnGUI( Rect position )
{
InspectorNoteAttribute note = attribute as InspectorNoteAttribute;
// our header is always present
Rect posLabel = position;
posLabel.y += 13;
posLabel.x -= 2;
posLabel.height += 13;
EditorGUI.LabelField(posLabel, note.header, EditorStyles.whiteLargeLabel);
// do we have a message too?
if (!string.IsNullOrEmpty(note.message))
{
Color color = GUI.color;
Color faded = color;
faded.a = 0.6f;
Rect posExplain = posLabel;
posExplain.y += 15;
GUI.color = faded;
EditorGUI.LabelField(posExplain, note.message, EditorStyles.whiteMiniLabel);
GUI.color = color;
}
Rect posLine = position;
posLine.y += string.IsNullOrEmpty(note.message) ? 30 : 42;
posLine.height = 1f;
GUI.Box(posLine, "");
}
public override float GetHeight() {
InspectorNoteAttribute note = attribute as InspectorNoteAttribute;
return string.IsNullOrEmpty( note.message ) ? 38 : 50;
}
}
[CustomPropertyDrawer( typeof( InspectorCommentAttribute ) )]
public class DrawerInspectorComment : DecoratorDrawer {
public override void OnGUI( Rect position ) {
InspectorCommentAttribute comment = attribute as InspectorCommentAttribute;
// our header is always present
Rect posLabel = position;
//posLabel.y += 13;
//posLabel.x -= 2;
//posLabel.height += 13;
//EditorGUI.LabelField( posLabel, comment.header, EditorStyles.whiteLargeLabel );
// do we have a message too?
if ( !string.IsNullOrEmpty( comment.message ) ) {
Color color = GUI.color;
Color faded = color;
faded.a = 0.6f;
Rect posExplain = posLabel;
posExplain.y += 15;
GUI.color = faded;
EditorGUI.LabelField( posExplain, comment.message, EditorStyles.whiteMiniLabel );
GUI.color = color;
}
}
public override float GetHeight() {
InspectorNoteAttribute note = attribute as InspectorNoteAttribute;
return string.IsNullOrEmpty( note.message ) ? 38 : 50;
}
}

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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class FastList<T> {
/// <summary>
/// Comparison function should return -1 if left is less than right, 1 if left is greater than right, and 0 if they match.
/// </summary>
public delegate int CompareFunc(T left, T right);
public T[] array = null;
public int size = 0;
public FastList () {
}
public FastList(int size) {
if (size > 0) {
this.size = 0;
array = new T[size];
}
else {
this.size = 0;
}
}
public int Count {
get { return size;}
set { }
}
public T this[int i] {
get { return array[i];}
set { array[i] = value;}
}
//Add item to end of list.
public void Add(T item) {
if (array == null || size == array.Length) {
Allocate();
}
array[size] = item;
size++;
}
//Add item to end of list if it is unique.
public void AddUnique( T item ) {
if ( array == null || size == array.Length ) {
Allocate();
}
if ( !Contains( item ) ) {
array[size] = item;
size++;
}
}
//Add items to the end of the list
public void AddRange( IEnumerable<T> items ) {
foreach ( T item in items ) {
Add( item );
}
}
//Insert item at specified index
public void Insert(int index, T item) {
if (array == null || size == array.Length) {
Allocate();
}
if (index < size) {
//move things back 1
for (int i = size; i > index; i--) {
array[i] = array[i-1];
}
array[index] = item;
size++;
}
else Add(item);
}
//Removes specified item and keeps everything else in order
public bool Remove(T item) {
if (array != null) {
for (int i = 0; i < size; i++) {
if (item.Equals(array[i])) { //found it, push everything up
size--;
for (int j = i; j < size; j++) {
array[j] = array[j+1];
}
array[size] = default(T);
return true;
}
}
}
return false;
}
//Removes item at specified index while keeping everything else in order
//O(n)
public void RemoveAt(int index) {
if (array != null && size > 0 && index < size) {
size--;
for (int i = index; i < size; i++) {
array[i] = array[i+1];
}
array[size] = default(T);
}
}
//Removes the specified item from the list and replaces with last item. Return true if removed, false if not found.
public bool RemoveFast(T item) {
if (array != null) {
for (int i = 0; i < size; i++) {
if ( item.Equals( array[i] )) { //found
//Move last item here
if (i < (size - 1)) {
T lastItem = array[size-1];
array[size-1] = default(T);
array[i] = lastItem;
} else {
array[i] = default(T);
}
size--;
return true;
}
}
}
return false;
}
//Removes item at specified index and replace with last item.
public void RemoveAtFast(int index) {
if (array != null && index < size && index >= 0) {
//last element
if (index == size - 1) {
array[index] = default(T);
}
else {
T lastItem = array[size - 1];
array[index] = lastItem;
array[size - 1] = default(T);
}
size--;
}
}
//Return whether an item is contained within the list
//O(n)
public bool Contains(T item) {
if (array == null || size <= 0 ) return false;
for (int i = 0; i < size; i++) {
if (array[i].Equals(item)) { return true;}
}
return false;
}
//Returns index of specified item, or -1 if not found.
//O(n)
public int IndexOf(T item) {
if (size <= 0 || array == null) { return -1;}
for (int i = 0; i < size; i++) {
if (item.Equals(array[i])) { return i;}
}
return -1;
}
public T Pop() {
if (array != null && size > 0) {
T lastItem = array[size-1];
array[size-1] = default(T);
size--;
return lastItem;
}
return default(T);
}
public T[] ToArray() {
Trim();
return array;
}
public void Sort (CompareFunc comparer) {
int start = 0;
int end = size - 1;
bool changed = true;
while (changed) {
changed = false;
for (int i = start; i < end; i++) {
if (comparer(array[i], array[i + 1]) > 0) {
T temp = array[i];
array[i] = array[i+1];
array[i+1] = temp;
changed = true;
}
else if (!changed) {
start = (i==0) ? 0 : i-1;
}
}
}
}
public void InsertionSort(CompareFunc comparer) {
for (int i = 1; i < size; i++) {
T curr = array[i];
int j = i;
while (j > 0 && comparer(array[j - 1], curr) > 0) {
array[j] = array[j-1];
j--;
}
array[j] = curr;
}
}
public IEnumerator<T> GetEnumerator() {
if (array != null) {
for (int i = 0; i < size; i++) {
yield return array[i];
}
}
}
public T Find(Predicate<T> match) {
if (match != null) {
if (array != null) {
for (int i = 0; i < size; i++) {
if (match(array[i])) { return array[i];}
}
}
}
return default(T);
}
//Allocate more space to internal array.
void Allocate() {
T[] newArray;
if (array == null) {
newArray = new T[32];
}
else {
newArray = new T[Mathf.Max(array.Length << 1, 32)];
}
if (array != null && size > 0) {
array.CopyTo(newArray, 0);
}
array = newArray;
}
void Trim() {
if (size > 0) {
T[] newArray = new T[size];
for (int i = 0; i < size; i++) {
newArray[i] = array[i];
}
array = newArray;
}
else {
array = null;
}
}
//Set size to 0, does not delete array from memory
public void Clear() {
size = 0;
}
//Delete array from memory
public void Release() {
Clear();
array = null;
}
}

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using UnityEngine;
/*
-----------------------
InspectorNoteAttribute()
-----------------------
*/
public class InspectorNoteAttribute : PropertyAttribute
{
public readonly string header;
public readonly string message;
public InspectorNoteAttribute(string header, string message = "")
{
this.header = header;
this.message = message;
}
}
/*
-----------------------
InspectorCommentAttribute()
-----------------------
*/
public class InspectorCommentAttribute : PropertyAttribute {
public readonly string message;
public InspectorCommentAttribute( string message = "" ) {
this.message = message;
}
}

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#ifndef AVATAR_UTIL_CG_INCLUDED
#define AVATAR_UTIL_CG_INCLUDED
#include "UnityCG.cginc"
#define SAMPLE_MODE_COLOR 0
#define SAMPLE_MODE_TEXTURE 1
#define SAMPLE_MODE_TEXTURE_SINGLE_CHANNEL 2
#define SAMPLE_MODE_PARALLAX 3
#define SAMPLE_MODE_RSRM 4
#define MASK_TYPE_NONE 0
#define MASK_TYPE_POSITIONAL 1
#define MASK_TYPE_REFLECTION 2
#define MASK_TYPE_FRESNEL 3
#define MASK_TYPE_PULSE 4
#define BLEND_MODE_ADD 0
#define BLEND_MODE_MULTIPLY 1
#ifdef LAYERS_1
#define LAYER_COUNT 1
#elif LAYERS_2
#define LAYER_COUNT 2
#elif LAYERS_3
#define LAYER_COUNT 3
#elif LAYERS_4
#define LAYER_COUNT 4
#elif LAYERS_5
#define LAYER_COUNT 5
#elif LAYERS_6
#define LAYER_COUNT 6
#elif LAYERS_7
#define LAYER_COUNT 7
#elif LAYERS_8
#define LAYER_COUNT 8
#endif
#define DECLARE_LAYER_UNIFORMS(index) \
int _LayerSampleMode##index; \
int _LayerBlendMode##index; \
int _LayerMaskType##index; \
fixed4 _LayerColor##index; \
sampler2D _LayerSurface##index; \
float4 _LayerSurface##index##_ST; \
float4 _LayerSampleParameters##index; \
float4 _LayerMaskParameters##index; \
float4 _LayerMaskAxis##index;
DECLARE_LAYER_UNIFORMS(0)
DECLARE_LAYER_UNIFORMS(1)
DECLARE_LAYER_UNIFORMS(2)
DECLARE_LAYER_UNIFORMS(3)
DECLARE_LAYER_UNIFORMS(4)
DECLARE_LAYER_UNIFORMS(5)
DECLARE_LAYER_UNIFORMS(6)
DECLARE_LAYER_UNIFORMS(7)
struct VertexOutput
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 viewDir : TEXCOORD3;
float4 vertColor : COLOR;
#if NORMAL_MAP_ON || PARALLAX_ON
float3 worldTangent : TANGENT;
float3 worldBitangent : TEXCOORD5;
#endif
};
float _Alpha;
int _BaseMaskType;
float4 _BaseMaskParameters;
float4 _BaseMaskAxis;
fixed4 _DarkMultiplier;
fixed4 _BaseColor;
sampler2D _AlphaMask;
float4 _AlphaMask_ST;
sampler2D _AlphaMask2;
float4 _AlphaMask2_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
sampler2D _ParallaxMap;
float4 _ParallaxMap_ST;
sampler2D _RoughnessMap;
float4 _RoughnessMap_ST;
float4x4 _ProjectorWorldToLocal;
VertexOutput vert(appdata_full v)
{
VertexOutput o;
UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
o.texcoord = v.texcoord.xy;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.vertColor = v.color;
o.viewDir = normalize(_WorldSpaceCameraPos.xyz - o.worldPos);
o.worldNormal = normalize(mul(unity_ObjectToWorld, float4(v.normal, 0.0)).xyz);
#if NORMAL_MAP_ON || PARALLAX_ON
o.worldTangent = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz);
o.worldBitangent = normalize(cross(o.worldNormal, o.worldTangent) * v.tangent.w);
#endif
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
#ifndef NORMAL_MAP_ON
#define COMPUTE_NORMAL IN.worldNormal
#else
#define COMPUTE_NORMAL normalize(mul(lerp(float3(0, 0, 1), surfaceNormal, normalMapStrength), tangentTransform))
#endif
float3 ComputeColor(
VertexOutput IN,
float2 uv,
#if PARALLAX_ON || NORMAL_MAP_ON
float3x3 tangentTransform,
#endif
#ifdef NORMAL_MAP_ON
float3 surfaceNormal,
#endif
sampler2D surface,
float4 surface_ST,
fixed4 color,
int sampleMode,
float4 sampleParameters
) {
if (sampleMode == SAMPLE_MODE_TEXTURE) {
float2 panning = _Time.g * sampleParameters.xy;
return tex2D(surface, (uv + panning) * surface_ST.xy + surface_ST.zw).rgb * color.rgb;
}
else if (sampleMode == SAMPLE_MODE_TEXTURE_SINGLE_CHANNEL) {
float4 channelMask = sampleParameters;
float4 channels = tex2D(surface, uv * surface_ST.xy + surface_ST.zw);
return dot(channels, channelMask) * color.rgb;
}
#ifdef PARALLAX_ON
else if (sampleMode == SAMPLE_MODE_PARALLAX) {
float parallaxMinHeight = sampleParameters.x;
float parallaxMaxHeight = sampleParameters.y;
float parallaxValue = tex2D(_ParallaxMap, TRANSFORM_TEX(uv, _ParallaxMap)).r;
float scaledHeight = lerp(parallaxMinHeight, parallaxMaxHeight, parallaxValue);
float2 parallaxUV = mul(tangentTransform, IN.viewDir).xy * scaledHeight;
return tex2D(surface, (uv * surface_ST.xy + surface_ST.zw) + parallaxUV).rgb * color.rgb;
}
#endif
else if (sampleMode == SAMPLE_MODE_RSRM) {
float roughnessMin = sampleParameters.x;
float roughnessMax = sampleParameters.y;
#ifdef ROUGHNESS_ON
float roughnessValue = tex2D(_RoughnessMap, TRANSFORM_TEX(uv, _RoughnessMap)).r;
float scaledRoughness = lerp(roughnessMin, roughnessMax, roughnessValue);
#else
float scaledRoughness = roughnessMin;
#endif
#ifdef NORMAL_MAP_ON
float normalMapStrength = sampleParameters.z;
#endif
float3 viewReflect = reflect(-IN.viewDir, COMPUTE_NORMAL);
float viewAngle = viewReflect.y * 0.5 + 0.5;
return tex2D(surface, float2(scaledRoughness, viewAngle)).rgb * color.rgb;
}
return color.rgb;
}
float ComputeMask(
VertexOutput IN,
#ifdef NORMAL_MAP_ON
float3x3 tangentTransform,
float3 surfaceNormal,
#endif
int maskType,
float4 layerParameters,
float3 maskAxis
) {
if (maskType == MASK_TYPE_POSITIONAL) {
float centerDistance = layerParameters.x;
float fadeAbove = layerParameters.y;
float fadeBelow = layerParameters.z;
float3 objPos = mul(unity_WorldToObject, float4(IN.worldPos, 1.0)).xyz;
float d = dot(objPos, maskAxis);
if (d > centerDistance) {
return saturate(1.0 - (d - centerDistance) / fadeAbove);
}
else {
return saturate(1.0 - (centerDistance - d) / fadeBelow);
}
}
else if (maskType == MASK_TYPE_REFLECTION) {
float fadeStart = layerParameters.x;
float fadeEnd = layerParameters.y;
#ifdef NORMAL_MAP_ON
float normalMapStrength = layerParameters.z;
#endif
float power = layerParameters.w;
float3 viewReflect = reflect(-IN.viewDir, COMPUTE_NORMAL);
float d = max(0.0, dot(viewReflect, maskAxis));
return saturate(1.0 - (d - fadeStart) / (fadeEnd - fadeStart));
}
else if (maskType == MASK_TYPE_FRESNEL) {
float power = layerParameters.x;
float fadeStart = layerParameters.y;
float fadeEnd = layerParameters.z;
#ifdef NORMAL_MAP_ON
float normalMapStrength = layerParameters.w;
#endif
float d = saturate(1.0 - max(0.0, dot(IN.viewDir, COMPUTE_NORMAL)));
float p = pow(d, power);
return saturate(lerp(fadeStart, fadeEnd, p));
}
else if (maskType == MASK_TYPE_PULSE) {
float distance = layerParameters.x;
float speed = layerParameters.y;
float power = layerParameters.z;
float3 objPos = mul(unity_WorldToObject, float4(IN.worldPos, 1.0)).xyz;
float d = dot(objPos, maskAxis);
float theta = 6.2831 * frac((d - _Time.g * speed) / distance);
return saturate(pow((sin(theta) * 0.5 + 0.5), power));
}
else {
return 1.0;
}
}
float3 ComputeBlend(float3 source, float3 blend, float mask, int blendMode) {
if (blendMode == BLEND_MODE_MULTIPLY) {
return source * (blend * mask);
}
else {
return source + (blend * mask);
}
}
float4 ComputeSurface(VertexOutput IN)
{
#if PROJECTOR_ON
float3 projectorPos = mul(_ProjectorWorldToLocal, float4(IN.worldPos, 1.0)).xyz;
if (abs(projectorPos.x) > 1.0 || abs(projectorPos.y) > 1.0 || abs(projectorPos.z) > 1.0)
{
discard;
}
float2 uv = projectorPos.xy * 0.5 + 0.5;
#else
float2 uv = IN.texcoord.xy;
#endif
fixed4 c = _BaseColor;
IN.worldNormal = normalize(IN.worldNormal);
#if PARALLAX_ON || NORMAL_MAP_ON
float3x3 tangentTransform = float3x3(IN.worldTangent, IN.worldBitangent, IN.worldNormal);
#endif
#ifdef NORMAL_MAP_ON
float3 surfaceNormal = UnpackNormal(tex2D(_NormalMap, TRANSFORM_TEX(uv, _NormalMap)));
#endif
#if PARALLAX_ON || NORMAL_MAP_ON
#ifndef NORMAL_MAP_ON
#define COLOR_INPUTS IN, uv, tangentTransform
#define MASK_INPUTS IN
#else
#define COLOR_INPUTS IN, uv, tangentTransform, surfaceNormal
#define MASK_INPUTS IN, tangentTransform, surfaceNormal
#endif
#else
#define COLOR_INPUTS IN, uv
#define MASK_INPUTS IN
#endif
#define LAYER_COLOR(index) ComputeColor(COLOR_INPUTS, _LayerSurface##index, _LayerSurface##index##_ST, _LayerColor##index, _LayerSampleMode##index, _LayerSampleParameters##index)
#define LAYER_MASK(index) ComputeMask(MASK_INPUTS, _LayerMaskType##index, _LayerMaskParameters##index, _LayerMaskAxis##index##.xyz)
#define LAYER_BLEND(index, c) ComputeBlend(c, LAYER_COLOR(index), LAYER_MASK(index), _LayerBlendMode##index)
c.rgb = LAYER_BLEND(0, c.rgb);
#if LAYER_COUNT > 1
c.rgb = LAYER_BLEND(1, c.rgb);
#endif
#if LAYER_COUNT > 2
c.rgb = LAYER_BLEND(2, c.rgb);
#endif
#if LAYER_COUNT > 3
c.rgb = LAYER_BLEND(3, c.rgb);
#endif
#if LAYER_COUNT > 4
c.rgb = LAYER_BLEND(4, c.rgb);
#endif
#if LAYER_COUNT > 5
c.rgb = LAYER_BLEND(5, c.rgb);
#endif
#if LAYER_COUNT > 6
c.rgb = LAYER_BLEND(6, c.rgb);
#endif
#if LAYER_COUNT > 7
c.rgb = LAYER_BLEND(7, c.rgb);
#endif
#ifdef VERTALPHA_ON
float scaledValue = IN.vertColor.a * 2.0;
float alpha0weight = max(0.0, 1.0 - scaledValue);
float alpha2weight = max(0.0, scaledValue - 1.0);
float alpha1weight = 1.0 - alpha0weight - alpha2weight;
c.a = _Alpha * c.a * (tex2D(_AlphaMask, TRANSFORM_TEX(uv, _AlphaMask)).r * alpha1weight + tex2D(_AlphaMask2, TRANSFORM_TEX(uv, _AlphaMask2)).r * alpha2weight + alpha0weight) * ComputeMask(MASK_INPUTS, _BaseMaskType, _BaseMaskParameters, _BaseMaskAxis);
#else
c.a = _Alpha * c.a * tex2D(_AlphaMask, TRANSFORM_TEX(uv, _AlphaMask)).r * IN.vertColor.a * ComputeMask(MASK_INPUTS, _BaseMaskType, _BaseMaskParameters, _BaseMaskAxis);
#endif
c.rgb = lerp(c.rgb, c.rgb * _DarkMultiplier, IN.vertColor.r);
return c;
}
#endif

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Shader "OvrAvatar/AvatarSurfaceShader" {
Properties{
// Global parameters
_Alpha("Alpha", Range(0.0, 1.0)) = 1.0
_DarkMultiplier("Dark Multiplier", Color) = (0.6, 0.6, 0.6, 1.0)
_BaseColor("Base Color", Color) = (0.0, 0.0, 0.0, 0.0)
_BaseMaskType("Base Mask Type", Int) = 0
_BaseMaskParameters("Base Mask Parameters", Vector) = (0, 0, 0, 0)
_BaseMaskAxis("Base Mask Axis", Vector) = (0, 1, 0, 0)
_AlphaMask("Alpha Mask", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "" {}
_ParallaxMap("Parallax Map", 2D) = "" {}
_RoughnessMap("Roughness Map", 2D) = "" {}
// Layer 0 parameters
_LayerSampleMode0("Layer Sample Mode 0", Int) = 0
_LayerBlendMode0("Layer Blend Mode 0", Int) = 0
_LayerMaskType0("Layer Mask Type 0", Int) = 0
_LayerColor0("Layer Color 0", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface0("Layer Surface 0", 2D) = "" {}
_LayerSampleParameters0("Layer Sample Parameters 0", Vector) = (0, 0, 0, 0)
_LayerMaskParameters0("Layer Mask Parameters 0", Vector) = (0, 0, 0, 0)
_LayerMaskAxis0("Layer Mask Axis 0", Vector) = (0, 1, 0, 0)
// Layer 1 parameters
_LayerSampleMode1("Layer Sample Mode 1", Int) = 0
_LayerBlendMode1("Layer Blend Mode 1", Int) = 0
_LayerMaskType1("Layer Mask Type 1", Int) = 0
_LayerColor1("Layer Color 1", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface1("Layer Surface 1", 2D) = "" {}
_LayerSampleParameters1("Layer Sample Parameters 1", Vector) = (0, 0, 0, 0)
_LayerMaskParameters1("Layer Mask Parameters 1", Vector) = (0, 0, 0, 0)
_LayerMaskAxis1("Layer Mask Axis 1", Vector) = (0, 1, 0, 0)
// Layer 2 parameters
_LayerSampleMode2("Layer Sample Mode 2", Int) = 0
_LayerBlendMode2("Layer Blend Mode 2", Int) = 0
_LayerMaskType2("Layer Mask Type 2", Int) = 0
_LayerColor2("Layer Color 2", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface2("Layer Surface 2", 2D) = "" {}
_LayerSampleParameters2("Layer Sample Parameters 2", Vector) = (0, 0, 0, 0)
_LayerMaskParameters2("Layer Mask Parameters 2", Vector) = (0, 0, 0, 0)
_LayerMaskAxis2("Layer Mask Axis 2", Vector) = (0, 1, 0, 0)
// Layer 3 parameters
_LayerSampleMode3("Layer Sample Mode 3", Int) = 0
_LayerBlendMode3("Layer Blend Mode 3", Int) = 0
_LayerMaskType3("Layer Mask Type 3", Int) = 0
_LayerColor3("Layer Color 3", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface3("Layer Surface 3", 2D) = "" {}
_LayerSampleParameters3("Layer Sample Parameters 3", Vector) = (0, 0, 0, 0)
_LayerMaskParameters3("Layer Mask Parameters 3", Vector) = (0, 0, 0, 0)
_LayerMaskAxis3("Layer Mask Axis 3", Vector) = (0, 1, 0, 0)
// Layer 4 parameters
_LayerSampleMode4("Layer Sample Mode 4", Int) = 0
_LayerBlendMode4("Layer Blend Mode 4", Int) = 0
_LayerMaskType4("Layer Mask Type 4", Int) = 0
_LayerColor4("Layer Color 4", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface4("Layer Surface 4", 2D) = "" {}
_LayerSampleParameters4("Layer Sample Parameters 4", Vector) = (0, 0, 0, 0)
_LayerMaskParameters4("Layer Mask Parameters 4", Vector) = (0, 0, 0, 0)
_LayerMaskAxis4("Layer Mask Axis 4", Vector) = (0, 1, 0, 0)
// Layer 5 parameters
_LayerSampleMode5("Layer Sample Mode 5", Int) = 0
_LayerBlendMode5("Layer Blend Mode 5", Int) = 0
_LayerMaskType5("Layer Mask Type 5", Int) = 0
_LayerColor5("Layer Color 5", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface5("Layer Surface 5", 2D) = "" {}
_LayerSampleParameters5("Layer Sample Parameters 5", Vector) = (0, 0, 0, 0)
_LayerMaskParameters5("Layer Mask Parameters 5", Vector) = (0, 0, 0, 0)
_LayerMaskAxis5("Layer Mask Axis 5", Vector) = (0, 1, 0, 0)
// Layer 6 parameters
_LayerSampleMode6("Layer Sample Mode 6", Int) = 0
_LayerBlendMode6("Layer Blend Mode 6", Int) = 0
_LayerMaskType6("Layer Mask Type 6", Int) = 0
_LayerColor6("Layer Color 6", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface6("Layer Surface 6", 2D) = "" {}
_LayerSampleParameters6("Layer Sample Parameters 6", Vector) = (0, 0, 0, 0)
_LayerMaskParameters6("Layer Mask Parameters 6", Vector) = (0, 0, 0, 0)
_LayerMaskAxis6("Layer Mask Axis 6", Vector) = (0, 1, 0, 0)
// Layer 7 parameters
_LayerSampleMode7("Layer Sample Mode 7", Int) = 0
_LayerBlendMode7("Layer Blend Mode 7", Int) = 0
_LayerMaskType7("Layer Mask Type 7", Int) = 0
_LayerColor7("Layer Color 7", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface7("Layer Surface 7", 2D) = "" {}
_LayerSampleParameters7("Layer Sample Parameters 7", Vector) = (0, 0, 0, 0)
_LayerMaskParameters7("Layer Mask Parameters 7", Vector) = (0, 0, 0, 0)
_LayerMaskAxis7("Layer Mask Axis 7", Vector) = (0, 1, 0, 0)
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
LOD 200
Pass
{
Name "FORWARD"
Tags
{
"LightMode" = "ForwardBase"
}
CGPROGRAM
#pragma only_renderers d3d11 gles3 gles
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile PROJECTOR_OFF PROJECTOR_ON
#pragma multi_compile NORMAL_MAP_OFF NORMAL_MAP_ON
#pragma multi_compile PARALLAX_OFF PARALLAX_ON
#pragma multi_compile ROUGHNESS_OFF ROUGHNESS_ON
#pragma multi_compile VERTALPHA_OFF VERTALPHA_ON
#pragma multi_compile LAYERS_1 LAYERS_2 LAYERS_3 LAYERS_4 LAYERS_5 LAYERS_6 LAYERS_7 LAYERS_8
#include "Assets/Oculus/Avatar/Content/Materials/AvatarMaterialStateShader.cginc"
float4 frag(VertexOutput IN) : COLOR
{
return ComputeSurface(IN);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "AvatarMaterialEditor"
}

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: d0f6e1942d3d1f946a96fd8a00175474
timeCreated: 1470862124
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,79 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "OvrAvatar/AvatarSurfaceShaderPBS" {
Properties{
// Global parameters
_Alpha("Alpha", Range(0.0, 1.0)) = 1.0
_Albedo("Albedo (RGB)", 2D) = "" {}
_Surface("Metallic (R) Occlusion (G) and Smoothness (A)", 2D) = "" {}
}
SubShader{
Tags {
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
Pass {
ZWrite On
Cull Off
ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
struct v2f {
float4 position : SV_POSITION;
};
v2f vert(appdata_full v) {
// Output
v2f output;
output.position = UnityObjectToClipPos(v.vertex);
return output;
}
float4 frag(v2f input) : COLOR {
return 0;
}
ENDCG
}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard vertex:vert nolightmap alpha noforwardadd
float _Alpha;
sampler2D _Albedo;
float4 _Albedo_ST;
sampler2D _Surface;
float4 _Surface_ST;
struct Input {
float2 texcoord;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.texcoord = v.texcoord.xy;
}
void surf (Input IN, inout SurfaceOutputStandard o) {
o.Albedo = tex2D(_Albedo, TRANSFORM_TEX(IN.texcoord, _Albedo)).rgb;
float4 surfaceParams = tex2D(_Surface, TRANSFORM_TEX(IN.texcoord, _Surface));
o.Metallic = surfaceParams.r;
o.Occlusion = surfaceParams.g;
o.Smoothness = surfaceParams.a;
o.Alpha = _Alpha;
}
#pragma only_renderers d3d11 gles3 gles
ENDCG
}
FallBack "Diffuse"
}

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: d7662dbac0646464a9b4a48e93989adb
timeCreated: 1470862124
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,39 @@
Shader "OvrAvatar/AvatarSurfaceShaderPBSV2" {
Properties {
_AlbedoMultiplier ("Albedo Multiplier", Color) = (1,1,1,1)
_Albedo ("Albedo (RGB)", 2D) = "white" {}
_Metallicness("Metallicness", 2D) = "grey" {}
_GlossinessScale ("Glossiness Scale", Range(0,1)) = 0.5
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _Albedo;
sampler2D _Metallicness;
struct Input {
float2 uv_Albedo;
};
float _GlossinessScale;
float4 _AlbedoMultiplier;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D (_Albedo, IN.uv_Albedo) * _AlbedoMultiplier;
o.Albedo = c.rgb;
o.Metallic = tex2D (_Metallicness, IN.uv_Albedo).r;
o.Smoothness = _GlossinessScale;
o.Alpha = 1.0;
}
ENDCG
}
FallBack "Diffuse"
}

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3934b2d879c6eb94eb26fa19814c7fcd
timeCreated: 1512064795
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,175 @@
Shader "OvrAvatar/AvatarSurfaceShaderSelfOccluding" {
Properties{
// Global parameters
_Alpha("Alpha", Range(0.0, 1.0)) = 1.0
_DarkMultiplier("Dark Multiplier", Color) = (0.6, 0.6, 0.6, 1.0)
_BaseColor("Base Color", Color) = (0.0, 0.0, 0.0, 0.0)
_BaseMaskType("Base Mask Type", Int) = 0
_BaseMaskParameters("Base Mask Parameters", Vector) = (0, 0, 0, 0)
_BaseMaskAxis("Base Mask Axis", Vector) = (0, 1, 0, 0)
_AlphaMask("Alpha Mask", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "" {}
_ParallaxMap("Parallax Map", 2D) = "" {}
_RoughnessMap("Roughness Map", 2D) = "" {}
// Layer 0 parameters
_LayerSampleMode0("Layer Sample Mode 0", Int) = 0
_LayerBlendMode0("Layer Blend Mode 0", Int) = 0
_LayerMaskType0("Layer Mask Type 0", Int) = 0
_LayerColor0("Layer Color 0", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface0("Layer Surface 0", 2D) = "" {}
_LayerSampleParameters0("Layer Sample Parameters 0", Vector) = (0, 0, 0, 0)
_LayerMaskParameters0("Layer Mask Parameters 0", Vector) = (0, 0, 0, 0)
_LayerMaskAxis0("Layer Mask Axis 0", Vector) = (0, 1, 0, 0)
// Layer 1 parameters
_LayerSampleMode1("Layer Sample Mode 1", Int) = 0
_LayerBlendMode1("Layer Blend Mode 1", Int) = 0
_LayerMaskType1("Layer Mask Type 1", Int) = 0
_LayerColor1("Layer Color 1", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface1("Layer Surface 1", 2D) = "" {}
_LayerSampleParameters1("Layer Sample Parameters 1", Vector) = (0, 0, 0, 0)
_LayerMaskParameters1("Layer Mask Parameters 1", Vector) = (0, 0, 0, 0)
_LayerMaskAxis1("Layer Mask Axis 1", Vector) = (0, 1, 0, 0)
// Layer 2 parameters
_LayerSampleMode2("Layer Sample Mode 2", Int) = 0
_LayerBlendMode2("Layer Blend Mode 2", Int) = 0
_LayerMaskType2("Layer Mask Type 2", Int) = 0
_LayerColor2("Layer Color 2", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface2("Layer Surface 2", 2D) = "" {}
_LayerSampleParameters2("Layer Sample Parameters 2", Vector) = (0, 0, 0, 0)
_LayerMaskParameters2("Layer Mask Parameters 2", Vector) = (0, 0, 0, 0)
_LayerMaskAxis2("Layer Mask Axis 2", Vector) = (0, 1, 0, 0)
// Layer 3 parameters
_LayerSampleMode3("Layer Sample Mode 3", Int) = 0
_LayerBlendMode3("Layer Blend Mode 3", Int) = 0
_LayerMaskType3("Layer Mask Type 3", Int) = 0
_LayerColor3("Layer Color 3", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface3("Layer Surface 3", 2D) = "" {}
_LayerSampleParameters3("Layer Sample Parameters 3", Vector) = (0, 0, 0, 0)
_LayerMaskParameters3("Layer Mask Parameters 3", Vector) = (0, 0, 0, 0)
_LayerMaskAxis3("Layer Mask Axis 3", Vector) = (0, 1, 0, 0)
// Layer 4 parameters
_LayerSampleMode4("Layer Sample Mode 4", Int) = 0
_LayerBlendMode4("Layer Blend Mode 4", Int) = 0
_LayerMaskType4("Layer Mask Type 4", Int) = 0
_LayerColor4("Layer Color 4", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface4("Layer Surface 4", 2D) = "" {}
_LayerSampleParameters4("Layer Sample Parameters 4", Vector) = (0, 0, 0, 0)
_LayerMaskParameters4("Layer Mask Parameters 4", Vector) = (0, 0, 0, 0)
_LayerMaskAxis4("Layer Mask Axis 4", Vector) = (0, 1, 0, 0)
// Layer 5 parameters
_LayerSampleMode5("Layer Sample Mode 5", Int) = 0
_LayerBlendMode5("Layer Blend Mode 5", Int) = 0
_LayerMaskType5("Layer Mask Type 5", Int) = 0
_LayerColor5("Layer Color 5", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface5("Layer Surface 5", 2D) = "" {}
_LayerSampleParameters5("Layer Sample Parameters 5", Vector) = (0, 0, 0, 0)
_LayerMaskParameters5("Layer Mask Parameters 5", Vector) = (0, 0, 0, 0)
_LayerMaskAxis5("Layer Mask Axis 5", Vector) = (0, 1, 0, 0)
// Layer 6 parameters
_LayerSampleMode6("Layer Sample Mode 6", Int) = 0
_LayerBlendMode6("Layer Blend Mode 6", Int) = 0
_LayerMaskType6("Layer Mask Type 6", Int) = 0
_LayerColor6("Layer Color 6", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface6("Layer Surface 6", 2D) = "" {}
_LayerSampleParameters6("Layer Sample Parameters 6", Vector) = (0, 0, 0, 0)
_LayerMaskParameters6("Layer Mask Parameters 6", Vector) = (0, 0, 0, 0)
_LayerMaskAxis6("Layer Mask Axis 6", Vector) = (0, 1, 0, 0)
// Layer 7 parameters
_LayerSampleMode7("Layer Sample Mode 7", Int) = 0
_LayerBlendMode7("Layer Blend Mode 7", Int) = 0
_LayerMaskType7("Layer Mask Type 7", Int) = 0
_LayerColor7("Layer Color 7", Color) = (1.0, 1.0, 1.0, 1.0)
_LayerSurface7("Layer Surface 7", 2D) = "" {}
_LayerSampleParameters7("Layer Sample Parameters 7", Vector) = (0, 0, 0, 0)
_LayerMaskParameters7("Layer Mask Parameters 7", Vector) = (0, 0, 0, 0)
_LayerMaskAxis7("Layer Mask Axis 7", Vector) = (0, 1, 0, 0)
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"RenderType" = "Transparent"
}
Pass
{
ZWrite On
Cull Off
ColorMask 0
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
struct v2f
{
float4 position : SV_POSITION;
};
v2f vert(appdata_full v)
{
// Output
v2f output;
output.position = UnityObjectToClipPos(v.vertex);
return output;
}
float4 frag(v2f input) : COLOR
{
return 0;
}
ENDCG
}
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
LOD 200
Pass
{
Name "FORWARD"
Tags
{
"LightMode" = "ForwardBase"
}
CGPROGRAM
#pragma only_renderers d3d11 gles3 gles
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile PROJECTOR_OFF PROJECTOR_ON
#pragma multi_compile NORMAL_MAP_OFF NORMAL_MAP_ON
#pragma multi_compile PARALLAX_OFF PARALLAX_ON
#pragma multi_compile ROUGHNESS_OFF ROUGHNESS_ON
#pragma multi_compile VERTALPHA_OFF VERTALPHA_ON
#pragma multi_compile LAYERS_1 LAYERS_2 LAYERS_3 LAYERS_4 LAYERS_5 LAYERS_6 LAYERS_7 LAYERS_8
#include "Assets/Oculus/Avatar/Content/Materials/AvatarMaterialStateShader.cginc"
float4 frag(VertexOutput IN) : SV_Target
{
return ComputeSurface(IN);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "AvatarMaterialEditor"
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 10513ef587704324487f3061a7e6699d
timeCreated: 1470862124
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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