Commit 01fa38ef by alsunj

Merge branch 'feat/connection' into 'main'

Added connection to server

See merge request alsunj/loputoo_entities!1
parents 492567ed f8ee2104
Showing with 2190 additions and 467 deletions
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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
using UnityEngine.Audio; // Required for AudioMixer
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleAudio
{
#region Shortcuts
#region Audio
/// <summary>Tweens an AudioSource's volume to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration)
{
if (endValue < 0) endValue = 0;
else if (endValue > 1) endValue = 1;
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens an AudioSource's pitch to the given value.
/// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region AudioMixer
/// <summary>Tweens an AudioMixer's exposed float to the given value.
/// Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
/// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary>
/// <param name="floatName">Name given to the exposed float to set</param>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> {
float currVal;
target.GetFloat(floatName, out currVal);
return currVal;
}, x=> target.SetFloat(floatName, x), endValue, duration);
t.SetTarget(target);
return t;
}
#region Operation Shortcuts
/// <summary>
/// Completes all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens completed
/// (meaning the tweens that don't have infinite loops and were not already complete)
/// </summary>
/// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired,
/// otherwise they will be ignored</param>
public static int DOComplete(this AudioMixer target, bool withCallbacks = false)
{
return DOTween.Complete(target, withCallbacks);
}
/// <summary>
/// Kills all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens killed.
/// </summary>
/// <param name="complete">If TRUE completes the tween before killing it</param>
public static int DOKill(this AudioMixer target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens flipped.
/// </summary>
public static int DOFlip(this AudioMixer target)
{
return DOTween.Flip(target);
}
/// <summary>
/// Sends to the given position all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
/// <param name="to">Time position to reach
/// (if higher than the whole tween duration the tween will simply reach its end)</param>
/// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param>
public static int DOGoto(this AudioMixer target, float to, bool andPlay = false)
{
return DOTween.Goto(target, to, andPlay);
}
/// <summary>
/// Pauses all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens paused.
/// </summary>
public static int DOPause(this AudioMixer target)
{
return DOTween.Pause(target);
}
/// <summary>
/// Plays all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlay(this AudioMixer target)
{
return DOTween.Play(target);
}
/// <summary>
/// Plays backwards all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlayBackwards(this AudioMixer target)
{
return DOTween.PlayBackwards(target);
}
/// <summary>
/// Plays forward all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens played.
/// </summary>
public static int DOPlayForward(this AudioMixer target)
{
return DOTween.PlayForward(target);
}
/// <summary>
/// Restarts all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens restarted.
/// </summary>
public static int DORestart(this AudioMixer target)
{
return DOTween.Restart(target);
}
/// <summary>
/// Rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DORewind(this AudioMixer target)
{
return DOTween.Rewind(target);
}
/// <summary>
/// Smoothly rewinds all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens rewinded.
/// </summary>
public static int DOSmoothRewind(this AudioMixer target)
{
return DOTween.SmoothRewind(target);
}
/// <summary>
/// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
/// (meaning tweens that were started from this target, or that had this target added as an Id)
/// and returns the total number of tweens involved.
/// </summary>
public static int DOTogglePause(this AudioMixer target)
{
return DOTween.TogglePause(target);
}
#endregion
#endregion
#endregion
}
}
#endif
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using UnityEngine;
#if false || EPO_DOTWEEN // MODULE_MARKER
using EPOOutline;
using DG.Tweening.Plugins.Options;
using DG.Tweening;
using DG.Tweening.Core;
namespace DG.Tweening
{
public static class DOTweenModuleEPOOutline
{
public static int DOKill(this SerializedPass target, bool complete)
{
return DOTween.Kill(target, complete);
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration)
{
var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
public static int DOKill(this Outliner target, bool complete = false)
{
return DOTween.Kill(target, complete);
}
/// <summary>
/// Controls the alpha (transparency) of the outline
/// </summary>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration)
{
var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(true).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the color of the outline
/// </summary>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration)
{
var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration);
tweener.SetOptions(false).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of blur applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of blur applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of dilation applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
/// <summary>
/// Controls the amount of dilation applied to the outline
/// </summary>
public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false)
{
var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration);
tweener.SetOptions(snapping).SetTarget(target);
return tweener;
}
}
}
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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
#if true // MODULE_MARKER
using System;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
#pragma warning disable 1591
namespace DG.Tweening
{
public static class DOTweenModuleSprite
{
#region Shortcuts
#region SpriteRenderer
/// <summary>Tweens a SpriteRenderer's color to the given value.
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a Material's alpha color to the given value.
/// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a SpriteRenderer's color using the given gradient
/// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
/// Also stores the image as the tween's target so it can be used for filtered operations</summary>
/// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param>
public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration)
{
Sequence s = DOTween.Sequence();
GradientColorKey[] colors = gradient.colorKeys;
int len = colors.Length;
for (int i = 0; i < len; ++i) {
GradientColorKey c = colors[i];
if (i == 0 && c.time <= 0) {
target.color = c.color;
continue;
}
float colorDuration = i == len - 1
? duration - s.Duration(false) // Verifies that total duration is correct
: duration * (i == 0 ? c.time : c.time - colors[i - 1].time);
s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear));
}
s.SetTarget(target);
return s;
}
#endregion
#region Blendables
#region SpriteRenderer
/// <summary>Tweens a SpriteRenderer's color to the given value,
/// in a way that allows other DOBlendableColor tweens to work together on the same target,
/// instead than fight each other as multiple DOColor would do.
/// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param>
public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration)
{
endValue = endValue - target.color;
Color to = new Color(0, 0, 0, 0);
return DOTween.To(() => to, x => {
Color diff = x - to;
to = x;
target.color += diff;
}, endValue, duration)
.Blendable().SetTarget(target);
}
#endregion
#endregion
#endregion
}
}
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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2018/07/13
using System;
using System.Reflection;
using UnityEngine;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Core.PathCore;
using DG.Tweening.Plugins.Options;
#pragma warning disable 1591
namespace DG.Tweening
{
/// <summary>
/// Utility functions that deal with available Modules.
/// Modules defines:
/// - DOTAUDIO
/// - DOTPHYSICS
/// - DOTPHYSICS2D
/// - DOTSPRITE
/// - DOTUI
/// Extra defines set and used for implementation of external assets:
/// - DOTWEEN_TMP ► TextMesh Pro
/// - DOTWEEN_TK2D ► 2D Toolkit
/// </summary>
public static class DOTweenModuleUtils
{
static bool _initialized;
#region Reflection
/// <summary>
/// Called via Reflection by DOTweenComponent on Awake
/// </summary>
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static void Init()
{
if (_initialized) return;
_initialized = true;
DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath;
#if UNITY_EDITOR
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
#else
UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged;
#endif
#endif
}
#if UNITY_2018_1_OR_NEWER
#pragma warning disable
[UnityEngine.Scripting.Preserve]
// Just used to preserve methods when building, never called
static void Preserver()
{
Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub");
}
#pragma warning restore
#endif
#endregion
#if UNITY_EDITOR
// Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime)
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1
static void PlaymodeStateChanged()
#else
static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state)
#endif
{
if (DOTween.instance == null) return;
DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused);
}
#endif
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
public static class Physics
{
// Called via DOTweenExternalCommand callback
public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans)
{
#if true // PHYSICS_MARKER
if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot;
else trans.rotation = newRot;
#else
trans.rotation = newRot;
#endif
}
// Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached
public static bool HasRigidbody2D(Component target)
{
#if true // PHYSICS2D_MARKER
return target.GetComponent<Rigidbody2D>() != null;
#else
return false;
#endif
}
#region Called via Reflection
// Called via Reflection by DOTweenPathInspector
// Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static bool HasRigidbody(Component target)
{
#if true // PHYSICS_MARKER
return target.GetComponent<Rigidbody>() != null;
#else
return false;
#endif
}
// Called via Reflection by DOTweenPath
#if UNITY_2018_1_OR_NEWER
[UnityEngine.Scripting.Preserve]
#endif
public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween(
MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode
){
TweenerCore<Vector3, Path, PathOptions> t = null;
bool rBodyFoundAndTweened = false;
#if true // PHYSICS_MARKER
if (tweenRigidbody) {
Rigidbody rBody = target.GetComponent<Rigidbody>();
if (rBody != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody.DOLocalPath(path, duration, pathMode)
: rBody.DOPath(path, duration, pathMode);
}
}
#endif
#if true // PHYSICS2D_MARKER
if (!rBodyFoundAndTweened && tweenRigidbody) {
Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>();
if (rBody2D != null) {
rBodyFoundAndTweened = true;
t = isLocal
? rBody2D.DOLocalPath(path, duration, pathMode)
: rBody2D.DOPath(path, duration, pathMode);
}
}
#endif
if (!rBodyFoundAndTweened) {
t = isLocal
? target.transform.DOLocalPath(path, duration, pathMode)
: target.transform.DOPath(path, duration, pathMode);
}
return t;
}
#endregion
}
}
}
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DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant
// IMPORTANT!!! /////////////////////////////////////////////
// Upgrading DOTween from versions older than 1.2.000 ///////
// (or DOTween Pro older than 1.0.000) //////////////////////
-------------------------------------------------------------
If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully.
1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry
2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath
3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup
4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only)
// GET STARTED //////////////////////////////////////////////
- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween.
- In your code, add "using DG.Tweening" to each class where you want to use DOTween.
- You're ready to tween. Check out the links below for full documentation and license info.
// LINKS ///////////////////////////////////////////////////////
DOTween website (documentation, examples, etc): http://dotween.demigiant.com
DOTween license: http://dotween.demigiant.com/license.php
DOTween repository (Google Code): https://code.google.com/p/dotween/
Demigiant website (documentation, examples, etc): http://www.demigiant.com
// NOTES //////////////////////////////////////////////////////
- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor
{
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
const float k_Space = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void RemoveTutorial()
{
if (EditorUtility.DisplayDialog("Remove Readme Assets",
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
"Proceed",
"Cancel"))
{
if (Directory.Exists(s_ReadmeSourceDirectory))
{
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
}
else
{
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
}
var readmeAsset = SelectReadme();
if (readmeAsset != null)
{
var path = AssetDatabase.GetAssetPath(readmeAsset);
FileUtil.DeleteFileOrDirectory(path + ".meta");
FileUtil.DeleteFileOrDirectory(path);
}
AssetDatabase.Refresh();
}
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
{
var readme = SelectReadme();
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}
static void LoadLayout()
{
var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
}
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[] { readmeObject };
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle");
{
if (readme.icon != null)
{
GUILayout.Space(k_Space);
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
}
GUILayout.Space(k_Space);
GUILayout.BeginVertical();
{
GUILayout.FlexibleSpace();
GUILayout.Label(readme.title, TitleStyle);
GUILayout.FlexibleSpace();
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
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;
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;
Handles.EndGUI();
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
return GUI.Button(position, label, LinkStyle);
}
}
using System;
using UnityEngine;
public class Readme : ScriptableObject
{
public Texture2D icon;
public string title;
public Section[] sections;
public bool loadedLayout;
[Serializable]
public class Section
{
public string heading, text, linkText, url;
}
}
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using Unity.NetCode;
[UnityEngine.Scripting.Preserve]
public class GameBootstrap : ClientServerBootstrap
{
public override bool Initialize(string defaultWorldName)
{
AutoConnectPort = 7979;
return base.Initialize(defaultWorldName);
}
}
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using Unity.NetCode;
using UnityEngine;
public struct GoInGameRequestRpc : IRpcCommand
{
}
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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
using UnityEngine;
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
partial struct GoInGameClientSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
EntityQueryBuilder entityQueryBuilder = new EntityQueryBuilder(Allocator.Temp)
.WithAll<NetworkId>()
.WithNone<NetworkStreamInGame>();
state.RequireForUpdate(state.GetEntityQuery(entityQueryBuilder));
entityQueryBuilder.Dispose();
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[BurstCompile]
public void OnUpdate(ref SystemState state)
{
EntityCommandBuffer entityCommandBuffer = new EntityCommandBuffer(Unity.Collections.Allocator.Temp);
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RefRO<NetworkId> networkId,
Entity entity)
in SystemAPI.Query
<RefRO<NetworkId>>().WithNone<NetworkStreamInGame>().WithEntityAccess())
{
entityCommandBuffer.AddComponent<NetworkStreamInGame>(entity);
Debug.Log("Connected!" + entity + "::" + networkId.ValueRO.Value);
Entity rpcEntity = entityCommandBuffer.CreateEntity();
entityCommandBuffer.AddComponent<GoInGameRequestRpc>(rpcEntity);
entityCommandBuffer.AddComponent<SendRpcCommandRequest>(rpcEntity);
}
entityCommandBuffer.Playback(state.EntityManager);
}
[BurstCompile]
public void OnDestroy(ref SystemState state)
{
}
}
\ No newline at end of file
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using Unity.Burst;
using Unity.Entities;
using Unity.NetCode;
using UnityEngine;
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
partial struct GoInGameServerSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
EntityQueryBuilder entityQueryBuilder = new EntityQueryBuilder(Unity.Collections.Allocator.Temp)
.WithAll<GoInGameRequestRpc>().WithAll<ReceiveRpcCommandRequest>();
state.RequireForUpdate(state.GetEntityQuery(entityQueryBuilder));
entityQueryBuilder.Dispose();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
EntityCommandBuffer entityCommandBuffer = new EntityCommandBuffer(Unity.Collections.Allocator.Temp);
foreach ((
RefRO<ReceiveRpcCommandRequest> receiveRpcCommandRequest,
Entity entity) in
SystemAPI.Query
<RefRO<ReceiveRpcCommandRequest>>().WithAll<GoInGameRequestRpc>().WithEntityAccess())
{
entityCommandBuffer.AddComponent<NetworkStreamInGame>(receiveRpcCommandRequest.ValueRO.SourceConnection);
Debug.Log("Client Connected to Server");
entityCommandBuffer.DestroyEntity(entity);
}
entityCommandBuffer.Playback(state.EntityManager);
}
[BurstCompile]
public void OnDestroy(ref SystemState state)
{
}
}
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