风速风向动画
This commit is contained in:
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@@ -2,12 +2,13 @@ using UnityEngine;
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public class ControlMoveWithCollider : MonoBehaviour
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{
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public float moveSpeed = 50f; // 相机平移速度
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public float zoomSpeed = 10f; // 相机缩放速度
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public ClickToFocus inScript; // 点击聚焦的脚本,提供核心逻辑
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public float rotationSensitivity = 0.2f; // 鼠标控制旋转的灵敏度
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//public float minPitch = -8f; // 最小俯仰角度(向下旋转的极限)
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//public float maxPitch = 80f; // 最大俯仰角度(向上旋转的极限)
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public float moveSpeed = 50f; // 右键平移速度
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public float zoomSpeed = 10f; // 滚轮缩放速度
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public ClickToFocus inScript; // 引用焦点脚本,提供 core
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public float rotationSensitivity = 0.2f; // 左键拖拽旋转灵敏度
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//public float minPitch = -8f; // 最低俯仰角
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//public float maxPitch = 80f; // 最高俯仰角
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private Camera cam;
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private bool isRotating = false;
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private Vector2 lastMousePos;
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@@ -20,7 +21,7 @@ public class ControlMoveWithCollider : MonoBehaviour
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cam = Camera.main;
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Vector3 core = inScript.core;
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if (inScript == null)
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Debug.LogError("<EFBFBD><EFBFBD><EFBFBD><EFBFBD> Inspector <EFBFBD>аѹ<EFBFBD><EFBFBD><EFBFBD> ClickToFocus <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> inScript");
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Debug.LogError("请在 Inspector 中把挂有 ClickToFocus 的物体拖给 inScript");
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}
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void Update()
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@@ -30,35 +31,35 @@ public class ControlMoveWithCollider : MonoBehaviour
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if (inScript == null) return;
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Vector3 core = inScript.core;
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ҽ<EFBFBD>ƽ<EFBFBD><C6BD> <20><><EFBFBD><EFBFBD>
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// —— 右键平移 ——
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if (Input.GetMouseButton(1))
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{
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moveSpeed = Vector3.Distance(core, transform.position) / 2f;//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>漰<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>غ<EFBFBD>ʵ<EFBFBD>ʿռ<EFBFBD><EFBFBD>Ĺ<EFBFBD>ϵת<EFBFBD><EFBFBD>
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moveSpeed = Vector3.Distance(core, transform.position) / 2f;//这里涉及到像素和实际空间米的关系转换
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float mx = Input.GetAxis("Mouse X");
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float my = Input.GetAxis("Mouse Y");
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Vector3 desiredPosition = cam.transform.position + (-cam.transform.right * mx + -cam.transform.up * my) * moveSpeed * Time.deltaTime;
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// <EFBFBD>ж<EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ
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// 判断是否与障碍物发生碰撞
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if (!WillCollideWithObstacle(desiredPosition))
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{
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cam.transform.position = desiredPosition;
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}
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}
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// —— 滚轮缩放 ——
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (Mathf.Abs(scroll) > 0.001f)
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{
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Vector3 desiredPosition = cam.transform.position + cam.transform.forward * scroll * zoomSpeed;
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// <EFBFBD>ж<EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ
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// 判断是否与障碍物发生碰撞
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if (!WillCollideWithObstacle(desiredPosition))
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{
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cam.transform.position = desiredPosition;
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}
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}
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ʼ/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת <20><><EFBFBD><EFBFBD>
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// —— 左键开始/结束旋转 ——
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if (Input.GetMouseButtonDown(0))
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{
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isRotating = true;
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@@ -69,7 +70,7 @@ public class ControlMoveWithCollider : MonoBehaviour
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isRotating = false;
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}
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ק<EFBFBD><D7A7>RotateAround ʵ<><CAB5> + <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// —— 左键拖拽:RotateAround 实现 + 俯仰限制 ——
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if (isRotating && Input.GetMouseButton(0))
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{
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Vector2 curr = Input.mousePosition;
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@@ -79,7 +80,7 @@ public class ControlMoveWithCollider : MonoBehaviour
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/*
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*/
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// 1. ˮƽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Y <20><><EFBFBD><EFBFBD>ת
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// 1. 水平绕世界 Y 轴旋转
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//Vector3 desiredPosition = cam.transform.position;
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//cam.transform.RotateAround(core, Vector3.up, delta.x);
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@@ -89,19 +90,19 @@ public class ControlMoveWithCollider : MonoBehaviour
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Vector3 newPosHorizonal = core + newLocalPosHorizonal;
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ
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// 检查旋转后是否发生碰撞
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if (!WillCollideWithObstacle(newPosHorizonal))
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{
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// <EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><EFBFBD>ִ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת
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// 如果没有碰撞,执行旋转
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cam.transform.RotateAround(core, Vector3.up, delta.x);
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}
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else
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{
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>ˣ<EFBFBD><EFBFBD>Ͳ<EFBFBD><EFBFBD><EFBFBD>
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// 如果碰撞了,就不动
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}
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// 2. <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת
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// 2. 俯仰旋转
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Vector3 dir = (cam.transform.position - core).normalized;
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Vector3 flat = new Vector3(dir.x, 0f, dir.z).normalized;
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float selfFlatX = cam.transform.forward.x;
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@@ -146,29 +147,29 @@ public class ControlMoveWithCollider : MonoBehaviour
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}
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}
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// <EFBFBD><EFBFBD>ײ<EFBFBD><EFBFBD>ⷽ<EFBFBD><EFBFBD>
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// 碰撞检测方法
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bool WillCollideWithObstacle(Vector3 targetPosition)
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{
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD>ǰλ<EFBFBD>õ<EFBFBD>Ŀ<EFBFBD><EFBFBD>λ<EFBFBD>õķ<EFBFBD><EFBFBD><EFBFBD>;<EFBFBD><EFBFBD><EFBFBD>
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// 计算从当前位置到目标位置的方向和距离
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Vector3 moveDir = targetPosition - cam.transform.position;
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float moveDist = moveDir.magnitude;
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// ʹ<EFBFBD><EFBFBD> SphereCast <EFBFBD><EFBFBD>鼴<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ
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// 使用 SphereCast 检查即将到达的位置是否会与障碍物发生碰撞
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RaycastHit hit;
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if (Physics.SphereCast(cam.transform.position, 0.5f, moveDir, out hit, moveDist, LayerMask.GetMask("Default"), QueryTriggerInteraction.Collide) )
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{
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> true
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// 如果检测到碰撞,返回 true
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Debug.Log("collider");
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return true;
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}
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else if ( Mathf.Pow(targetPosition.x+120f, 2f)+ Mathf.Pow(targetPosition.z , 2f)<10000f && targetPosition.y<80f)
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{
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڷ<EFBFBD>Χ<EFBFBD>ڣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false
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// 如果在范围内,返回 false
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return false;
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}
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else
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Debug.Log("outRange");
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return true;//<EFBFBD><EFBFBD><EFBFBD>true<EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD>з<EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߲<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD>
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return true;//这个true是为了有返回值,实际上走不到这一步
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}
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}
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8
Assets/TutorialInfo.meta
Normal file
8
Assets/TutorialInfo.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 69af4c143e3537443b0351efc619b229
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/TutorialInfo/Scripts.meta
Normal file
8
Assets/TutorialInfo/Scripts.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 72b86f37826a0024c911de31e2ccf78c
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/TutorialInfo/Scripts/Editor.meta
Normal file
8
Assets/TutorialInfo/Scripts/Editor.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 54db83176a5195a458c1447b4564172f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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242
Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
Normal file
242
Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
Normal file
@@ -0,0 +1,242 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System;
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using System.IO;
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using System.Reflection;
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[CustomEditor(typeof(Readme))]
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[InitializeOnLoad]
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public class ReadmeEditor : Editor
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{
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static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
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static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
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const float k_Space = 16f;
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static ReadmeEditor()
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{
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EditorApplication.delayCall += SelectReadmeAutomatically;
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}
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static void RemoveTutorial()
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{
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if (EditorUtility.DisplayDialog("Remove Readme Assets",
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$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
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"Proceed",
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"Cancel"))
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{
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if (Directory.Exists(s_ReadmeSourceDirectory))
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{
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FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
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FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
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}
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else
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{
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Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
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}
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var readmeAsset = SelectReadme();
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if (readmeAsset != null)
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{
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var path = AssetDatabase.GetAssetPath(readmeAsset);
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FileUtil.DeleteFileOrDirectory(path + ".meta");
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FileUtil.DeleteFileOrDirectory(path);
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}
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AssetDatabase.Refresh();
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}
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}
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static void SelectReadmeAutomatically()
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{
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if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
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{
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var readme = SelectReadme();
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SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
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if (readme && !readme.loadedLayout)
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{
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LoadLayout();
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readme.loadedLayout = true;
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}
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}
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}
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static void LoadLayout()
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{
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var assembly = typeof(EditorApplication).Assembly;
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var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
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var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
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method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
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}
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static Readme SelectReadme()
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{
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var ids = AssetDatabase.FindAssets("Readme t:Readme");
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if (ids.Length == 1)
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{
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var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
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Selection.objects = new UnityEngine.Object[] { readmeObject };
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return (Readme)readmeObject;
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}
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else
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{
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Debug.Log("Couldn't find a readme");
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return null;
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}
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}
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protected override void OnHeaderGUI()
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{
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var readme = (Readme)target;
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Init();
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var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
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GUILayout.BeginHorizontal("In BigTitle");
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{
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if (readme.icon != null)
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{
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GUILayout.Space(k_Space);
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GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
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}
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GUILayout.Space(k_Space);
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GUILayout.BeginVertical();
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{
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GUILayout.FlexibleSpace();
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GUILayout.Label(readme.title, TitleStyle);
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GUILayout.FlexibleSpace();
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}
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||||
GUILayout.EndVertical();
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GUILayout.FlexibleSpace();
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}
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GUILayout.EndHorizontal();
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||||
}
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public override void OnInspectorGUI()
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{
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var readme = (Readme)target;
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Init();
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||||
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||||
foreach (var section in readme.sections)
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||||
{
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||||
if (!string.IsNullOrEmpty(section.heading))
|
||||
{
|
||||
GUILayout.Label(section.heading, HeadingStyle);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(section.text))
|
||||
{
|
||||
GUILayout.Label(section.text, BodyStyle);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(section.linkText))
|
||||
{
|
||||
if (LinkLabel(new GUIContent(section.linkText)))
|
||||
{
|
||||
Application.OpenURL(section.url);
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.Space(k_Space);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
|
||||
{
|
||||
RemoveTutorial();
|
||||
}
|
||||
}
|
||||
|
||||
bool m_Initialized;
|
||||
|
||||
GUIStyle LinkStyle
|
||||
{
|
||||
get { return m_LinkStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_LinkStyle;
|
||||
|
||||
GUIStyle TitleStyle
|
||||
{
|
||||
get { return m_TitleStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_TitleStyle;
|
||||
|
||||
GUIStyle HeadingStyle
|
||||
{
|
||||
get { return m_HeadingStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_HeadingStyle;
|
||||
|
||||
GUIStyle BodyStyle
|
||||
{
|
||||
get { return m_BodyStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_BodyStyle;
|
||||
|
||||
GUIStyle ButtonStyle
|
||||
{
|
||||
get { return m_ButtonStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_ButtonStyle;
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return;
|
||||
m_BodyStyle = new GUIStyle(EditorStyles.label);
|
||||
m_BodyStyle.wordWrap = true;
|
||||
m_BodyStyle.fontSize = 14;
|
||||
m_BodyStyle.richText = true;
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||||
|
||||
m_TitleStyle = new GUIStyle(m_BodyStyle);
|
||||
m_TitleStyle.fontSize = 26;
|
||||
|
||||
m_HeadingStyle = new GUIStyle(m_BodyStyle);
|
||||
m_HeadingStyle.fontStyle = FontStyle.Bold;
|
||||
m_HeadingStyle.fontSize = 18;
|
||||
|
||||
m_LinkStyle = new GUIStyle(m_BodyStyle);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
|
||||
// Match selection color which works nicely for both light and dark skins
|
||||
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
|
||||
m_ButtonStyle.fontStyle = FontStyle.Bold;
|
||||
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
|
||||
{
|
||||
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
|
||||
|
||||
Handles.BeginGUI();
|
||||
Handles.color = LinkStyle.normal.textColor;
|
||||
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
|
||||
Handles.color = Color.white;
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Assets/TutorialInfo/Scripts/Readme.cs
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public string title;
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