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authorchai <chaifix@163.com>2021-04-21 21:52:56 +0800
committerchai <chaifix@163.com>2021-04-21 21:52:56 +0800
commit6d0c9a214dc0fda264e8588fa02aaa19b0b2cc5f (patch)
tree6a853a0b0cfb5818c864c3794cb58075876c07b0
+init
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diff --git a/Assets/ExampleAssets/Textures/Wood/OBS_Normal.tif b/Assets/ExampleAssets/Textures/Wood/OBS_Normal.tif
new file mode 100644
index 0000000..3163d72
--- /dev/null
+++ b/Assets/ExampleAssets/Textures/Wood/OBS_Normal.tif
Binary files differ
diff --git a/Assets/ExampleAssets/Textures/Wood/OBS_Normal.tif.meta b/Assets/ExampleAssets/Textures/Wood/OBS_Normal.tif.meta
new file mode 100644
index 0000000..ee14e26
--- /dev/null
+++ b/Assets/ExampleAssets/Textures/Wood/OBS_Normal.tif.meta
@@ -0,0 +1,130 @@
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diff --git a/Assets/ExampleAssets/Textures/Wood/Plywood_Albedo.tif b/Assets/ExampleAssets/Textures/Wood/Plywood_Albedo.tif
new file mode 100644
index 0000000..5c1a098
--- /dev/null
+++ b/Assets/ExampleAssets/Textures/Wood/Plywood_Albedo.tif
Binary files differ
diff --git a/Assets/ExampleAssets/Textures/Wood/Plywood_Albedo.tif.meta b/Assets/ExampleAssets/Textures/Wood/Plywood_Albedo.tif.meta
new file mode 100644
index 0000000..c395c00
--- /dev/null
+++ b/Assets/ExampleAssets/Textures/Wood/Plywood_Albedo.tif.meta
@@ -0,0 +1,130 @@
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diff --git a/Assets/ExampleAssets/Textures/Wood/Plywood_MetallicOcculusionSmoothness.tif b/Assets/ExampleAssets/Textures/Wood/Plywood_MetallicOcculusionSmoothness.tif
new file mode 100644
index 0000000..e2a4416
--- /dev/null
+++ b/Assets/ExampleAssets/Textures/Wood/Plywood_MetallicOcculusionSmoothness.tif
Binary files differ
diff --git a/Assets/ExampleAssets/Textures/Wood/Plywood_MetallicOcculusionSmoothness.tif.meta b/Assets/ExampleAssets/Textures/Wood/Plywood_MetallicOcculusionSmoothness.tif.meta
new file mode 100644
index 0000000..9350059
--- /dev/null
+++ b/Assets/ExampleAssets/Textures/Wood/Plywood_MetallicOcculusionSmoothness.tif.meta
@@ -0,0 +1,130 @@
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diff --git a/Assets/ExampleAssets/Textures/Wood/Plywood_Normal.tif b/Assets/ExampleAssets/Textures/Wood/Plywood_Normal.tif
new file mode 100644
index 0000000..1d2e873
--- /dev/null
+++ b/Assets/ExampleAssets/Textures/Wood/Plywood_Normal.tif
Binary files differ
diff --git a/Assets/ExampleAssets/Textures/Wood/Plywood_Normal.tif.meta b/Assets/ExampleAssets/Textures/Wood/Plywood_Normal.tif.meta
new file mode 100644
index 0000000..27c8f69
--- /dev/null
+++ b/Assets/ExampleAssets/Textures/Wood/Plywood_Normal.tif.meta
@@ -0,0 +1,130 @@
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diff --git a/Assets/LensFlare.meta b/Assets/LensFlare.meta
new file mode 100644
index 0000000..5b2f413
--- /dev/null
+++ b/Assets/LensFlare.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 98500d63d0750544094a92eed14dff7a
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Assets/LensFlare/Editor.meta b/Assets/LensFlare/Editor.meta
new file mode 100644
index 0000000..32b0be3
--- /dev/null
+++ b/Assets/LensFlare/Editor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
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+folderAsset: yes
+DefaultImporter:
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diff --git a/Assets/LensFlare/Editor/FlareAtlasEditor.cs b/Assets/LensFlare/Editor/FlareAtlasEditor.cs
new file mode 100644
index 0000000..8bcd05d
--- /dev/null
+++ b/Assets/LensFlare/Editor/FlareAtlasEditor.cs
@@ -0,0 +1,138 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+
+[CustomEditor(typeof(FlareAtlas), false)]
+public class FlareAtlasEditor : Editor
+{
+ private FlareAtlas m_Atlas;
+ private List<FlareTexture> m_SubTextures;
+ private int m_Foldout;
+
+ public void OnEnable()
+ {
+ m_Atlas = target as FlareAtlas;
+ m_SubTextures = m_Atlas.SubTextures;
+ m_Foldout = 0;
+ }
+
+ public void OnDisable()
+ {
+ }
+
+ public override void OnInspectorGUI()
+ {
+ GUI.changed = false;
+ EditorGUILayout.LabelField("Atlas Texture");
+ m_Atlas.Atlas = EditorGUILayout.ObjectField(m_Atlas.Atlas, typeof(Texture2D), false) as Texture2D;
+ GUILayout.Space(10);
+ EditorGUILayout.LabelField("Sub Textures: " + m_SubTextures.Count, GUILayout.Width(250));
+ EditorGUILayout.BeginVertical();
+ for(int i = 0; i < m_SubTextures.Count; ++i)
+ {
+ FlareTexture subTex = m_SubTextures[i];
+ if (subTex == null)
+ return;
+
+ EditorGUILayout.BeginHorizontal();
+ bool foldout = (m_Foldout & (1 << i)) != 0;
+ foldout = EditorGUILayout.BeginFoldoutHeaderGroup(foldout, "Tex "+ i);
+ //GUILayout.Button(" - ");
+ GUIStyle style = new GUIStyle();
+ style.alignment = TextAnchor.MiddleRight;
+ if (GUILayout.Button(" - ", GUILayout.Width(40)))
+ {
+ m_SubTextures.RemoveAt(i);
+ int leftPart = m_Foldout >> 1 & ~((1 << i)-1);
+ int rightPart = m_Foldout & ((1 << i) - 1);
+ m_Foldout = leftPart | rightPart;
+ EditorGUILayout.EndHorizontal();
+ break;
+ }
+ EditorGUILayout.EndHorizontal();
+ m_Foldout = (m_Foldout & ~((1 << i))) | (foldout ? (1 << i) : 0);
+ if (!foldout)
+ {
+ EditorGUILayout.EndFoldoutHeaderGroup();
+ continue;
+ }
+ subTex.Scale = EditorGUILayout.Vector2Field("Scale", subTex.Scale);
+ subTex.Offset = EditorGUILayout.Vector2Field("Offset", subTex.Offset);
+
+ // edit scale offset
+ Vector4 scaleOffset = subTex.ScaleOffset;
+ Vector2 scale = subTex.Scale;
+ Vector2 offset = subTex.Offset;
+ Vector2 imageSize = new Vector2(m_Atlas.Atlas.width, m_Atlas.Atlas.height);
+ Rect rect = GUILayoutUtility.GetLastRect();
+ float left = offset.x * imageSize.x;
+ float right = (scale.x + offset.x) * imageSize.x;
+ float bottom = offset.y * imageSize.y;
+ float top = (scale.y + offset.y) * imageSize.y;
+ float aspect = 1;
+ if (top - bottom != 0)
+ aspect = (right - left) / (top - bottom);
+ Rect texRect = new Rect(rect.x, rect.y + 20, 200, 200);
+ Rect texRect2 = new Rect(rect.x + 220, rect.y + 20, 200 * aspect, 200);
+ Rect uv0 = new Rect(0,0,1,1);
+ Rect uv = new Rect(scaleOffset.z, scaleOffset.w, scaleOffset.x, scaleOffset.y);
+ GUI.DrawTextureWithTexCoords(texRect, m_Atlas.Atlas, uv0);
+ GUI.DrawTextureWithTexCoords(texRect2, m_Atlas.Atlas, uv);
+ DrawHorizontalline(Color.white, new Vector2(texRect.x, texRect.y + 200 - (scale.y + offset.y) * 200), 200);
+ DrawHorizontalline(Color.white, new Vector2(texRect.x, texRect.y + 200 - offset.y * 200), 200);
+ DrawVerticleline(Color.white, new Vector2(texRect.x + offset.x * 200, texRect.y), 200);
+ DrawVerticleline(Color.white, new Vector2(texRect.x + (scale.x + offset.x) * 200, texRect.y), 200);
+
+ GUILayout.Space(200f);
+ left = Mathf.Clamp(EditorGUILayout.Slider("Left", left, 0f, 2048f), 0, right - 1);
+ right = Mathf.Clamp(EditorGUILayout.Slider("Right", right, 0f, 2048f), left + 1, imageSize.x);
+ bottom = Mathf.Clamp(EditorGUILayout.Slider("Bottom", bottom, 0f, 2048f), 0, top - 1);
+ top = Mathf.Clamp(EditorGUILayout.Slider("Top", top, 0f, 2048f), bottom + 1, imageSize.y);
+ subTex.ScaleOffset.x = (right - left)/imageSize.x;
+ subTex.ScaleOffset.y = (top - bottom) /imageSize.y;
+ subTex.ScaleOffset.z = left /imageSize.x;
+ subTex.ScaleOffset.w = bottom / imageSize.y;
+
+ EditorGUILayout.EndFoldoutHeaderGroup();
+ }
+ EditorGUILayout.EndVertical();
+
+ if (GUILayout.Button("+ New Texture"))
+ {
+ if(m_SubTextures.Count >= 32)
+ {
+ Debug.LogError("最多支æŒ32个å­å›¾");
+ }
+ else
+ {
+ m_SubTextures.Add(new FlareTexture());
+ }
+ }
+ if (GUI.changed)
+ {
+ EditorUtility.SetDirty(m_Atlas);
+ }
+ }
+
+ public static void DrawHorizontalline(Color color, Vector2 left, float length, int thickness = 1, int padding = 0)
+ {
+ Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness));
+ r.x = left.x;
+ r.y = left.y;
+ r.width = length;
+ EditorGUI.DrawRect(r, color);
+ GUILayout.Space(-10f);
+ }
+
+ public static void DrawVerticleline(Color color, Vector2 top, float height, int thickness = 1, int padding = 0)
+ {
+ Rect r = EditorGUILayout.GetControlRect(GUILayout.Width(padding + thickness));
+ r.x = top.x;
+ r.y = top.y;
+ r.height = height;
+ EditorGUI.DrawRect(r, color);
+ GUILayout.Space(-10f);
+ }
+
+}
diff --git a/Assets/LensFlare/Editor/FlareAtlasEditor.cs.meta b/Assets/LensFlare/Editor/FlareAtlasEditor.cs.meta
new file mode 100644
index 0000000..e1de27d
--- /dev/null
+++ b/Assets/LensFlare/Editor/FlareAtlasEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a2940b263f6c0d74382457e09f328eca
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
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diff --git a/Assets/LensFlare/Flare Atlas.asset b/Assets/LensFlare/Flare Atlas.asset
new file mode 100644
index 0000000..65be34f
--- /dev/null
+++ b/Assets/LensFlare/Flare Atlas.asset
@@ -0,0 +1,25 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
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+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 3d198d755c8aabf44b45dba8fa4976ab, type: 3}
+ m_Name: Flare Atlas
+ m_EditorClassIdentifier:
+ Atlas: {fileID: 2800000, guid: 539933a8761e97d41b8c1544e599872f, type: 3}
+ SubTextures:
+ - ScaleOffset: {x: 0.3955078, y: 0.11230469, z: 0, w: 0.8876953}
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+ - ScaleOffset: {x: 0.00048828125, y: 0.00048828125, z: 0, w: 0}
diff --git a/Assets/LensFlare/Flare Atlas.asset.meta b/Assets/LensFlare/Flare Atlas.asset.meta
new file mode 100644
index 0000000..281cc12
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+++ b/Assets/LensFlare/Flare Atlas.asset.meta
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diff --git a/Assets/LensFlare/FlareAtlas.cs b/Assets/LensFlare/FlareAtlas.cs
new file mode 100644
index 0000000..9e42897
--- /dev/null
+++ b/Assets/LensFlare/FlareAtlas.cs
@@ -0,0 +1,49 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+
+[Serializable]
+public class FlareTexture
+{
+ public Vector4 ScaleOffset;
+ public Vector2 Scale
+ {
+ get
+ {
+ return new Vector2(ScaleOffset.x, ScaleOffset.y);
+ }
+ set
+ {
+ ScaleOffset.x = value.x;
+ ScaleOffset.y = value.y;
+ }
+ }
+ public Vector2 Offset
+ {
+ get
+ {
+ return new Vector2(ScaleOffset.z, ScaleOffset.w);
+ }
+ set
+ {
+ ScaleOffset.z = value.x;
+ ScaleOffset.w = value.y;
+ }
+ }
+}
+
+[CreateAssetMenu(fileName = "Flare Atlas", menuName ="Rendering/New Flare Atlas", order=5)]
+public class FlareAtlas : ScriptableObject
+{
+ public Texture2D Atlas;
+ public List<FlareTexture> SubTextures;
+
+ public Vector4 GetScaleOffset(int index)
+ {
+ if (SubTextures.Count <= index)
+ return Vector4.zero;
+ return SubTextures[index].ScaleOffset;
+ }
+
+}
diff --git a/Assets/LensFlare/FlareAtlas.cs.meta b/Assets/LensFlare/FlareAtlas.cs.meta
new file mode 100644
index 0000000..4b65d3e
--- /dev/null
+++ b/Assets/LensFlare/FlareAtlas.cs.meta
@@ -0,0 +1,11 @@
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+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
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+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/LensFlare/FlareBatch.cs b/Assets/LensFlare/FlareBatch.cs
new file mode 100644
index 0000000..06246db
--- /dev/null
+++ b/Assets/LensFlare/FlareBatch.cs
@@ -0,0 +1,119 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class FlareBatch : MonoBehaviour
+{
+ [SerializeField] private Camera m_FlareCamera;
+ [SerializeField] private List<FlareSource> m_SourceList;
+ [SerializeField] private Material m_Materail;
+
+ private MeshRenderer m_MeshRenderer;
+ private MeshFilter m_MeshFilter;
+
+ private Mesh m_Mesh;
+
+ void Start()
+ {
+ m_MeshRenderer = GetComponentOrCreate<MeshRenderer>();
+ m_MeshRenderer.sharedMaterial = m_Materail;
+ m_MeshFilter = GetComponentOrCreate<MeshFilter>();
+
+ gameObject.layer = LayerMask.NameToLayer("Flare");
+
+ transform.position = m_FlareCamera.transform.position + m_FlareCamera.transform.forward;
+ transform.rotation = Quaternion.identity;
+ transform.localScale = Vector3.one;
+
+ m_Mesh = new Mesh();
+ m_Mesh.Clear();
+ PopulateMesh();
+ }
+
+ void LateUpdate()
+ {
+ m_Mesh.Clear();
+ for(int i = 0; i < m_SourceList.Count; ++i)
+ {
+ if(m_SourceList[i].IsVisible)
+ UpdateGeometry(m_SourceList[i]);
+ }
+ }
+
+ void UpdateGeometry(FlareSource source)
+ {
+ Vector3 viewportPos = source.ViewportPosition;
+ Vector3 flareSpacePos = ViewportToFlareSpace(viewportPos);
+
+ for (int i = 0; i < source.Flares.Count; ++i)
+ {
+ Flare flare = source.Flares[i];
+ //Matrix4x4 translate = Matrix4x4.Translate(flareSpacePos);
+ Vector3[] vertices =
+ {
+ Vec3(-0.5f, -0.5f, 0),
+ Vec3(-0.5f, 0.5f, 0),
+ Vec3(0.5f, 0.5f, 0),
+ Vec3(0.5f, -0.5f, 0),
+ };
+ for (int j = 0; j < vertices.Length; ++j)
+ {
+ vertices[j] += flareSpacePos;
+ }
+ Vector2[] uv =
+ {
+ Vec2(0,0),
+ Vec2(0,1),
+ Vec2(1,1),
+ Vec2(1,0),
+ };
+ for(int j = 0; j < uv.Length; ++j)
+ {
+ Vector4 scaleOffset = flare.Atlas.GetScaleOffset(flare.Index);
+ uv[j] *= new Vector2(scaleOffset.x, scaleOffset.y);
+ uv[j] += new Vector2(scaleOffset.z, scaleOffset.w);
+ }
+ int[] triangles = { 0, 1, 2, 0, 2, 3 };
+ m_Mesh.vertices = vertices;
+ m_Mesh.uv = uv;
+ m_Mesh.triangles = triangles;
+ // m_MeshFilter.mesh = m_Mesh;
+ }
+ }
+
+ void PopulateMesh()
+ {
+ m_MeshFilter.mesh = m_Mesh;
+ }
+
+ // å°†viewportåæ ‡è½¬æ¢åˆ°â€œflare空间â€
+ Vector3 ViewportToFlareSpace(Vector3 pos)
+ {
+ pos += new Vector3(-0.5f, -0.5f, 0);
+ pos.x *= m_FlareCamera.aspect * m_FlareCamera.orthographicSize * 2;
+ pos.y *= m_FlareCamera.orthographicSize * 2;
+ pos.z = 0;
+ return pos;
+ }
+
+ T GetComponentOrCreate<T>() where T: Component
+ {
+ T component = GetComponent<T>();
+ if (component == null)
+ component = gameObject.AddComponent(typeof(T)) as T;
+ return component;
+ }
+
+ Vector2 Vec2(float x, float y)
+ {
+ Vector2 v = new Vector2(x, y);
+ return v;
+ }
+
+ Vector3 Vec3(float x, float y, float z)
+ {
+ Vector3 v = new Vector3(x, y, z);
+ return v;
+ }
+
+}
diff --git a/Assets/LensFlare/FlareBatch.cs.meta b/Assets/LensFlare/FlareBatch.cs.meta
new file mode 100644
index 0000000..329cc8d
--- /dev/null
+++ b/Assets/LensFlare/FlareBatch.cs.meta
@@ -0,0 +1,11 @@
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+MonoImporter:
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diff --git a/Assets/LensFlare/FlareSource.cs b/Assets/LensFlare/FlareSource.cs
new file mode 100644
index 0000000..1ab8a2e
--- /dev/null
+++ b/Assets/LensFlare/FlareSource.cs
@@ -0,0 +1,63 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[Serializable]
+public class Flare
+{
+ public FlareAtlas Atlas;
+ public int Index;
+}
+
+// å…‰æº
+public class FlareSource : MonoBehaviour
+{
+ [SerializeField] private Camera m_GameCamera;
+ [SerializeField] private Camera m_FlareCamera;
+ public List<Flare> Flares;
+
+ private Vector3 m_ViewportPosition;
+ public Vector3 ViewportPosition
+ {
+ get
+ {
+ return m_ViewportPosition;
+ }
+ }
+
+ public bool IsVisible
+ {
+ get;private set;
+ }
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ IsVisible = false;
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ Vector3 position = transform.position;
+ m_ViewportPosition = m_GameCamera.WorldToViewportPoint(position);
+
+ Ray ray = new Ray(m_GameCamera.transform.position, position - m_GameCamera.transform.position);
+ RaycastHit hit;
+ if(Physics.Raycast(ray, out hit))
+ {
+ IsVisible = false;
+ }
+ else
+ {
+ IsVisible = true;
+ }
+ }
+
+ private void OnDrawGizmos()
+ {
+ Gizmos.DrawLine(transform.position, m_GameCamera.transform.position);
+ }
+
+}
diff --git a/Assets/LensFlare/FlareSource.cs.meta b/Assets/LensFlare/FlareSource.cs.meta
new file mode 100644
index 0000000..8507a71
--- /dev/null
+++ b/Assets/LensFlare/FlareSource.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/LensFlare/IslandDemoAtlas.png b/Assets/LensFlare/IslandDemoAtlas.png
new file mode 100644
index 0000000..15f5844
--- /dev/null
+++ b/Assets/LensFlare/IslandDemoAtlas.png
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diff --git a/Assets/LensFlare/IslandDemoAtlas.png.meta b/Assets/LensFlare/IslandDemoAtlas.png.meta
new file mode 100644
index 0000000..1ac94f3
--- /dev/null
+++ b/Assets/LensFlare/IslandDemoAtlas.png.meta
@@ -0,0 +1,142 @@
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+guid: 539933a8761e97d41b8c1544e599872f
+TextureImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 11
+ mipmaps:
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+ enableMipMap: 1
+ sRGBTexture: 1
+ linearTexture: 0
+ fadeOut: 0
+ borderMipMap: 0
+ mipMapsPreserveCoverage: 0
+ alphaTestReferenceValue: 0.5
+ mipMapFadeDistanceStart: 1
+ mipMapFadeDistanceEnd: 3
+ bumpmap:
+ convertToNormalMap: 0
+ externalNormalMap: 0
+ heightScale: 0.25
+ normalMapFilter: 0
+ isReadable: 0
+ streamingMipmaps: 0
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+ grayScaleToAlpha: 0
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+ spriteGenerateFallbackPhysicsShape: 1
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+ - serializedVersion: 3
+ buildTarget: iPhone
+ maxTextureSize: 8192
+ resizeAlgorithm: 0
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+ buildTarget: Windows Store Apps
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+ serializedVersion: 2
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+ outline: []
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+ bones: []
+ spriteID:
+ internalID: 0
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+ indices:
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+ spritePackingTag:
+ pSDRemoveMatte: 0
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diff --git a/Assets/LensFlare/LensFlare.cs b/Assets/LensFlare/LensFlare.cs
new file mode 100644
index 0000000..768c1ec
--- /dev/null
+++ b/Assets/LensFlare/LensFlare.cs
@@ -0,0 +1,242 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[ExecuteInEditMode]
+[RequireComponent(typeof(MeshRenderer))]
+[RequireComponent(typeof(MeshFilter))]
+public class LensFlare : MonoBehaviour
+{
+ [SerializeField, HideInInspector]
+ MeshRenderer m_MeshRenderer;
+ [SerializeField, HideInInspector]
+ MeshFilter m_MeshFilter;
+ [SerializeField]
+ Light m_Light;
+
+ [Header("Global Settings")]
+ public float OcclusionRadius = 1.0f;
+ public float NearFadeStartDistance = 1.0f;
+ public float NearFadeEndDistance = 3.0f;
+ public float FarFadeStartDistance = 10.0f;
+ public float FarFadeEndDistance = 50.0f;
+
+ [Header("Flare Element Settings")]
+ [SerializeField]
+ public List<FlareSettings> Flares;
+
+ void Awake()
+ {
+ if (m_MeshFilter == null)
+ m_MeshFilter = GetComponent<MeshFilter>();
+ if (m_MeshRenderer == null)
+ m_MeshRenderer = GetComponent<MeshRenderer>();
+
+ m_Light = GetComponent<Light>();
+
+ m_MeshFilter.hideFlags = HideFlags.None;
+ m_MeshRenderer.hideFlags = HideFlags.None;
+
+ if (Flares == null)
+ Flares = new List<FlareSettings>();
+
+ m_MeshFilter.mesh = InitMesh();
+ }
+
+ void OnEnable()
+ {
+ UpdateGeometry();
+ }
+
+
+ // Use this for initialization
+ void Start()
+ {
+ m_Light = GetComponent<Light>();
+ }
+
+ void OnValidate()
+ {
+ UpdateGeometry();
+ UpdateMaterials();
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ // Lazy!
+ UpdateVaryingAttributes();
+ }
+
+ Mesh InitMesh()
+ {
+ Mesh m = new Mesh();
+ m.MarkDynamic();
+ return m;
+ }
+
+ void UpdateMaterials()
+ {
+ Material[] mats = new Material[Flares.Count];
+
+ int i = 0;
+ foreach (FlareSettings f in Flares)
+ {
+ mats[i] = f.Material;
+ i++;
+ }
+ m_MeshRenderer.sharedMaterials = mats;
+ }
+
+ void UpdateGeometry()
+ {
+ Mesh m = m_MeshFilter.sharedMesh;
+
+ // Positions
+ List<Vector3> vertices = new List<Vector3>();
+ foreach (FlareSettings s in Flares)
+ {
+ vertices.Add(new Vector3(-1, -1, 0));
+ vertices.Add(new Vector3(1, -1, 0));
+ vertices.Add(new Vector3(1, 1, 0));
+ vertices.Add(new Vector3(-1, 1, 0));
+ }
+ m.SetVertices(vertices);
+
+ // UVs
+ List<Vector2> uvs = new List<Vector2>();
+ foreach (FlareSettings s in Flares)
+ {
+ uvs.Add(new Vector2(0, 1));
+ uvs.Add(new Vector2(1, 1));
+ uvs.Add(new Vector2(1, 0));
+ uvs.Add(new Vector2(0, 0));
+ }
+ m.SetUVs(0, uvs);
+
+ // Variable Data
+ m.SetColors(GetLensFlareColor());
+ m.SetUVs(1, GetLensFlareData());
+ m.SetUVs(2, GetWorldPositionAndRadius());
+ m.SetUVs(3, GetDistanceFadeData());
+
+ m.subMeshCount = Flares.Count;
+
+ // Tris
+ for (int i = 0; i < Flares.Count; i++)
+ {
+ int[] tris = new int[6];
+ tris[0] = (i * 4) + 0;
+ tris[1] = (i * 4) + 1;
+ tris[2] = (i * 4) + 2;
+ tris[3] = (i * 4) + 2;
+ tris[4] = (i * 4) + 3;
+ tris[5] = (i * 4) + 0;
+ m.SetTriangles(tris, i);
+ }
+
+ Bounds b = m.bounds;
+ b.extents = new Vector3(OcclusionRadius, OcclusionRadius, OcclusionRadius);
+ m.bounds = b;
+ m.UploadMeshData(false);
+ }
+
+ void UpdateVaryingAttributes()
+ {
+ Mesh m = m_MeshFilter.sharedMesh;
+
+ m.SetColors(GetLensFlareColor());
+ m.SetUVs(1, GetLensFlareData());
+ m.SetUVs(2, GetWorldPositionAndRadius());
+ m.SetUVs(3, GetDistanceFadeData());
+
+ Bounds b = m.bounds;
+ b.extents = new Vector3(OcclusionRadius, OcclusionRadius, OcclusionRadius);
+ m.bounds = b;
+ m.name = "LensFlare (" + gameObject.name + ")";
+ }
+
+ List<Color> GetLensFlareColor()
+ {
+ List<Color> colors = new List<Color>();
+ foreach (FlareSettings s in Flares)
+ {
+ Color c = (s.MultiplyByLightColor && m_Light != null) ? s.Color * m_Light.color * m_Light.intensity : s.Color;
+
+ colors.Add(c);
+ colors.Add(c);
+ colors.Add(c);
+ colors.Add(c);
+ }
+ return colors;
+ }
+
+ List<Vector4> GetLensFlareData()
+ {
+ List<Vector4> lfData = new List<Vector4>();
+
+ foreach (FlareSettings s in Flares)
+ {
+ Vector4 data = new Vector4(s.RayPosition, s.AutoRotate ? -1 : Mathf.Abs(s.Rotation), s.Size.x, s.Size.y);
+ lfData.Add(data); lfData.Add(data); lfData.Add(data); lfData.Add(data);
+ }
+ return lfData;
+ }
+ List<Vector4> GetDistanceFadeData()
+ {
+ List<Vector4> fadeData = new List<Vector4>();
+
+ foreach (FlareSettings s in Flares)
+ {
+ Vector4 data = new Vector4(NearFadeStartDistance, NearFadeEndDistance, FarFadeStartDistance, FarFadeEndDistance);
+ fadeData.Add(data); fadeData.Add(data); fadeData.Add(data); fadeData.Add(data);
+ }
+ return fadeData;
+ }
+
+
+ List<Vector4> GetWorldPositionAndRadius()
+ {
+ List<Vector4> worldPos = new List<Vector4>();
+ Vector3 pos = transform.position;
+ Vector4 value = new Vector4(pos.x, pos.y, pos.z, OcclusionRadius);
+ foreach (FlareSettings s in Flares)
+ {
+ worldPos.Add(value); worldPos.Add(value); worldPos.Add(value); worldPos.Add(value);
+ }
+
+ return worldPos;
+ }
+
+ void OnDrawGizmosSelected()
+ {
+ return;
+ Gizmos.color = new Color(1, 0, 0, 0.3f);
+ Gizmos.DrawSphere(transform.position, OcclusionRadius);
+ Gizmos.color = Color.red;
+ Gizmos.DrawWireSphere(transform.position, OcclusionRadius);
+ }
+
+ [System.Serializable]
+ public class FlareSettings
+ {
+ public float RayPosition;
+ public Material Material;
+ [ColorUsage(true, true)]
+ public Color Color;
+ public bool MultiplyByLightColor;
+ public Vector2 Size;
+ public float Rotation;
+ public bool AutoRotate;
+
+ public FlareSettings()
+ {
+ RayPosition = 0.0f;
+ Color = Color.white;
+ MultiplyByLightColor = true;
+ Size = new Vector2(0.3f, 0.3f);
+ Rotation = 0.0f;
+ AutoRotate = false;
+ }
+ }
+}
diff --git a/Assets/LensFlare/LensFlare.cs.meta b/Assets/LensFlare/LensFlare.cs.meta
new file mode 100644
index 0000000..bca22a9
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+ userData:
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diff --git a/Assets/LensFlare/LensFlare.mat b/Assets/LensFlare/LensFlare.mat
new file mode 100644
index 0000000..bb57f4e
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+++ b/Assets/LensFlare/LensFlare.mat
@@ -0,0 +1,91 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
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+ serializedVersion: 6
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_Name: LensFlare
+ m_Shader: {fileID: 4800000, guid: 3fe20b33ee6fc224c905c4db6180eff6, type: 3}
+ m_ShaderKeywords:
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+ m_EnableInstancingVariants: 0
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diff --git a/Assets/LensFlare/LensFlare.unity.meta b/Assets/LensFlare/LensFlare.unity.meta
new file mode 100644
index 0000000..9472622
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+++ b/Assets/LensFlare/LensFlare.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/LensFlare/LensFlareAdditive.shader b/Assets/LensFlare/LensFlareAdditive.shader
new file mode 100644
index 0000000..09e49ce
--- /dev/null
+++ b/Assets/LensFlare/LensFlareAdditive.shader
@@ -0,0 +1,66 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "Flares/Textured Flare Shader"
+{
+ Properties
+ {
+ _MainTex ( "Texture", 2D ) = "white" {}
+ }
+
+ SubShader
+ {
+ Tags { "Queue"="Transparent+100" "IgnoreProjector"="True" "RenderType"="Transparent" }
+
+ Pass
+ {
+ ZWrite Off
+ ZTest Always
+ Blend One One
+
+ CGPROGRAM
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+
+ #define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw)
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+
+ struct VertInput
+ {
+ half4 vertex : POSITION;
+ half2 texcoord : TEXCOORD0;
+ fixed4 color : COLOR;
+ };
+
+ struct Verts
+ {
+ half4 pos : SV_POSITION;
+ half2 uv : TEXCOORD0;
+ fixed4 _color : COLOR;
+ };
+
+ Verts vert ( VertInput vert )
+ {
+ Verts v;
+
+ v._color = vert.color*(vert.color.a*3);
+ v.pos = UnityObjectToClipPos ( vert.vertex );
+ v.uv = TRANSFORM_TEX(vert.texcoord, _MainTex);
+
+ return v;
+ }
+
+ fixed4 frag ( Verts v ):COLOR
+ {
+ return tex2D ( _MainTex, v.uv ) * v._color;
+ }
+
+ ENDCG
+ }
+ }
+}
+
+
diff --git a/Assets/LensFlare/LensFlareAdditive.shader.meta b/Assets/LensFlare/LensFlareAdditive.shader.meta
new file mode 100644
index 0000000..8c47f2d
--- /dev/null
+++ b/Assets/LensFlare/LensFlareAdditive.shader.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/LensFlare/LensFlareCommon.hlsl b/Assets/LensFlare/LensFlareCommon.hlsl
new file mode 100644
index 0000000..d5fd11f
--- /dev/null
+++ b/Assets/LensFlare/LensFlareCommon.hlsl
@@ -0,0 +1,161 @@
+struct appdata
+{
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ float4 color : COLOR;
+
+ // LensFlare Data :
+ // * X = RayPos
+ // * Y = Rotation (< 0 = Auto)
+ // * ZW = Size (Width, Height) in Screen Height Ratio
+ nointerpolation float4 lensflare_data : TEXCOORD1;
+ // World Position (XYZ) and Radius(W) :
+ nointerpolation float4 worldPosRadius : TEXCOORD2;
+ // LensFlare FadeData :
+ // * X = Near Start Distance
+ // * Y = Near End Distance
+ // * Z = Far Start Distance
+ // * W = Far End Distance
+ nointerpolation float4 lensflare_fadeData : TEXCOORD3;
+};
+
+struct v2f
+{
+ float2 uv : TEXCOORD0;
+ float4 vertex : SV_POSITION;
+ float4 color : COLOR;
+};
+
+TEXTURE2D(_MainTex);
+SAMPLER(sampler_MainTex);
+TEXTURE2D(_CameraDepthTexture);
+SAMPLER(sampler_CameraDepthTexture);
+float _OccludedSizeScale;
+
+// thanks, internets
+static const uint DEPTH_SAMPLE_COUNT = 32;
+static float2 samples[DEPTH_SAMPLE_COUNT] = {
+ float2(0.658752441406,-0.0977704077959),
+ float2(0.505380451679,-0.862896621227),
+ float2(-0.678673446178,0.120453640819),
+ float2(-0.429447203875,-0.501827657223),
+ float2(-0.239791020751,0.577527523041),
+ float2(-0.666824519634,-0.745214760303),
+ float2(0.147858589888,-0.304675519466),
+ float2(0.0334240831435,0.263438135386),
+ float2(-0.164710089564,-0.17076793313),
+ float2(0.289210408926,0.0226817727089),
+ float2(0.109557107091,-0.993980526924),
+ float2(-0.999996423721,-0.00266989553347),
+ float2(0.804284930229,0.594243884087),
+ float2(0.240315377712,-0.653567194939),
+ float2(-0.313934922218,0.94944447279),
+ float2(0.386928111315,0.480902403593),
+ float2(0.979771316051,-0.200120285153),
+ float2(0.505873680115,-0.407543361187),
+ float2(0.617167234421,0.247610524297),
+ float2(-0.672138273716,0.740425646305),
+ float2(-0.305256098509,-0.952270269394),
+ float2(0.493631094694,0.869671344757),
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+};
+
+float GetOcclusion(float2 screenPos, float depth, float radius, float ratio)
+{
+ float contrib = 0.0f;
+ float sample_Contrib = 1.0 / DEPTH_SAMPLE_COUNT;
+ float2 ratioScale = float2(1 / ratio, 1.0);
+ for (uint i = 0; i < DEPTH_SAMPLE_COUNT; i++)
+ {
+ float2 pos = screenPos + (samples[i] * radius * ratioScale);
+ pos = pos * 0.5 + 0.5;
+ pos.y = 1 - pos.y;
+ if (pos.x >= 0 && pos.x <= 1 && pos.y >= 0 && pos.y <= 1)
+ {
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+
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+}
+
+v2f vert(appdata v)
+{
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+
+
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+
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+ float2 screenPos = clip.xy / clip.w; // Æë´Î³ý£¬µÃµ½×ø±êÇø¼ä[-1,1]
+ // ÕâÀïÊÇlensflareÉϱßÔµÖÐÐĵãµÄ×ø±ê
+ float2 extentPos = extent.xy / extent.w; // Æë´Î³ý£¬µÃµ½×ø±êÇø¼ä[-1,1]
+
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+
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+ // ¼ÆËãÕÚÕÖ±ÈÀý
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+
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+ float4 d = v.lensflare_fadeData;
+ float distanceFade = saturate((depth - d.x) / (d.y - d.x));
+ distanceFade *= 1.0f - saturate((depth - d.z) / (d.w - d.z));
+
+ // position and rotate
+ float angle = v.lensflare_data.y;
+ if (angle < 0) // Automatic
+ {
+ float2 dir = normalize(screenPos);
+ angle = atan2(dir.y, dir.x) + 1.57079632675; // arbitrary, we need V to face the source, not U;
+ }
+
+ // ¸ù¾ÝÕÚÕÖ±ÈÀýºÍÉèÖõÄÃæÆ¬´óС£¬¼ÆËã×îÖÕµÄÃæÆ¬´óС
+ float2 quad_size = lerp(_OccludedSizeScale, 1.0f, occlusion) * v.lensflare_data.zw;
+ if (distanceFade * occlusion == 0.0f) // if either one or other is zeroed
+ quad_size = float2(0, 0); // clip
+
+ float2 local = v.vertex.xy * quad_size;
+
+// Ðý×ªÃæÆ¬
+// ÕâÀïʵ¼ÊÉÏÊÇfloat2x2 Ðýת¾ØÕóR
+// {
+// cos(¦È),-sin(¦È)
+// sin(¦È),cos(¦È)
+// }
+// ³ËÉ϶¥µãµÄÆÁÄ»¿Õ¼ä×ø±ê
+ local = float2(
+ local.x * cos(angle) + local.y * (-sin(angle)),
+ local.x * sin(angle) + local.y * cos(angle));
+
+ // adjust to correct ratio
+ local.x /= ratio; // Ó¦ÓöÔÓ¦ÆÁÄ»±ÈÀýµÄËõ·Å£¬·ñÔò½á¹û»á±»À­Éì
+
+ float2 rayOffset = -screenPos * v.lensflare_data.x;
+ o.vertex.w = v.vertex.w;
+ o.vertex.xy = screenPos + local + rayOffset;
+
+ o.vertex.z = 1;
+ o.uv = v.uv;
+
+ o.color = v.color * occlusion * distanceFade * saturate(length(screenPos * 2));
+ return o;
+}
diff --git a/Assets/LensFlare/LensFlareCommon.hlsl.meta b/Assets/LensFlare/LensFlareCommon.hlsl.meta
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diff --git a/Assets/LensFlare/New Scene.unity b/Assets/LensFlare/New Scene.unity
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diff --git a/Assets/Presets/UtilityTexture.preset.meta b/Assets/Presets/UtilityTexture.preset.meta
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+++ b/Assets/Presets/UtilityTexture.preset.meta
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diff --git a/Assets/ProFlares.meta b/Assets/ProFlares.meta
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diff --git a/Assets/ProFlares/DemoScripts.meta b/Assets/ProFlares/DemoScripts.meta
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+++ b/Assets/ProFlares/DemoScripts.meta
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diff --git a/Assets/ProFlares/DemoScripts/AddForceToTarget.cs b/Assets/ProFlares/DemoScripts/AddForceToTarget.cs
new file mode 100644
index 0000000..3179773
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/AddForceToTarget.cs
@@ -0,0 +1,27 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+using UnityEngine;
+using System.Collections;
+namespace ProFlares {
+public class AddForceToTarget : MonoBehaviour {
+ public Transform target;
+ public float force;
+
+ public ForceMode mode;
+
+ void FixedUpdate () {
+
+
+ float dist = (Vector3.Distance(transform.position,target.position)*0.01f);
+
+
+ Vector3 dir = target.position-transform.position;
+#if UNITY_5_0
+ GetComponent<Rigidbody>().AddForce(dir*(force*dist),mode);
+#else
+ GetComponent<Rigidbody>().AddForce(dir*(force*dist),mode);
+#endif
+
+ }
+}
+} \ No newline at end of file
diff --git a/Assets/ProFlares/DemoScripts/AddForceToTarget.cs.meta b/Assets/ProFlares/DemoScripts/AddForceToTarget.cs.meta
new file mode 100644
index 0000000..69fcd6e
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/AddForceToTarget.cs.meta
@@ -0,0 +1,11 @@
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+guid: 32d1adcc0c51347b5920c96fb9e60544
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/DemoScripts/CopyRotationValue.cs b/Assets/ProFlares/DemoScripts/CopyRotationValue.cs
new file mode 100644
index 0000000..f42b896
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/CopyRotationValue.cs
@@ -0,0 +1,26 @@
+//// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+/// CopyRotationValue.cs
+/// Copy the targets transforms rotational value.
+
+using UnityEngine;
+using System.Collections;
+
+namespace ProFlares {
+ public class CopyRotationValue : MonoBehaviour {
+ public Transform target;
+
+ Transform thisTrans;
+ void Start () {
+ thisTrans = transform;
+ if(target == null)
+ this.enabled = false;
+ }
+
+ void LateUpdate () {
+
+ thisTrans.localRotation = target.rotation;
+ }
+ }
+}
diff --git a/Assets/ProFlares/DemoScripts/CopyRotationValue.cs.meta b/Assets/ProFlares/DemoScripts/CopyRotationValue.cs.meta
new file mode 100644
index 0000000..d2cc490
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/CopyRotationValue.cs.meta
@@ -0,0 +1,11 @@
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+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/DemoScripts/DemoControls.cs b/Assets/ProFlares/DemoScripts/DemoControls.cs
new file mode 100644
index 0000000..7d41771
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/DemoControls.cs
@@ -0,0 +1,253 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+using UnityEngine;
+using System.Collections;
+
+public class DemoControls : MonoBehaviour {
+
+ public GameObject Setup1;
+
+ public GameObject Setup1Extra;
+ public Color Setup1Ambient;
+
+ public GameObject Setup2;
+
+ public GameObject Setup2Extra;
+ public Color Setup2Ambient;
+ public GameObject Setup3;
+
+ public GameObject Setup3Extra;
+ public Color Setup3Ambient;
+ public bool Toggle;
+
+
+
+ // Use this for initialization
+ void Start () {
+ Swap(1);
+ }
+
+
+ void Swap(int number){
+ switch(number){
+
+ case(1):{
+ Setup1.SetActive(true);
+ Setup2.SetActive(false);
+ if(Setup3)Setup3.SetActive(false);
+
+ if(Setup1Extra) Setup1Extra.SetActive(true);
+ if(Setup2Extra) Setup2Extra.SetActive(false);
+ if(Setup3Extra) Setup3Extra.SetActive(false);
+
+ RenderSettings.ambientLight = Setup1Ambient;
+ }break;
+
+ case(2):{
+ Setup1.SetActive(false);
+ Setup2.SetActive(true);
+ if(Setup3)Setup3.SetActive(false);
+
+ if(Setup1Extra) Setup1Extra.SetActive(false);
+ if(Setup2Extra) Setup2Extra.SetActive(true);
+ if(Setup3Extra) Setup3Extra.SetActive(false);
+
+ RenderSettings.ambientLight = Setup2Ambient;
+
+ }break;
+
+ case(3):{
+ Setup1.SetActive(false);
+ Setup2.SetActive(false);
+ if(Setup3)Setup3.SetActive(true);
+
+ if(Setup1Extra) Setup1Extra.SetActive(false);
+ if(Setup2Extra) Setup2Extra.SetActive(false);
+ if(Setup3Extra) Setup3Extra.SetActive(true);
+
+ RenderSettings.ambientLight = Setup3Ambient;
+
+ }break;
+ }
+ }
+
+ public bool hideGUI;
+
+ public ProFlareBatch batchLeft;
+ public ProFlareBatch batchRight;
+
+ void Update(){
+
+ if(Input.GetKeyUp("1")){
+ Swap(1);
+ }
+ if(Input.GetKeyUp("2")){
+ Swap(2);
+ }
+
+
+ if(batchLeft&&batchRight){
+ if(Input.GetKeyUp(KeyCode.M)){
+ batchLeft.VR_Depth = batchLeft.VR_Depth+0.05f;
+ batchLeft.VR_Depth = Mathf.Clamp01(batchLeft.VR_Depth);
+ batchRight.VR_Depth = batchLeft.VR_Depth;
+ }
+
+ if(Input.GetKeyUp(KeyCode.N)){
+ batchLeft.VR_Depth = batchLeft.VR_Depth-0.05f;
+ batchLeft.VR_Depth = Mathf.Clamp01(batchLeft.VR_Depth);
+ batchRight.VR_Depth = batchLeft.VR_Depth;
+ }
+ }
+
+ }
+ void OnGUI(){
+
+ if(hideGUI)
+ return;
+#if UNITY_5
+
+ Rect texRect = new Rect(0,GetComponent<Camera>().pixelRect.height-120,GetComponent<Camera>().pixelRect.width,120);
+
+ GUI.color = Color.white;
+
+ GUI.DrawTexture(texRect, Black);
+
+ GUIStyle LogoStyle = new GUIStyle();
+ LogoStyle.active.background = Logo;
+
+ LogoStyle.normal.background = Logo;
+ LogoStyle.richText = true;
+ LogoStyle.alignment = TextAnchor.MiddleCenter;
+ LogoStyle.normal.textColor = Color.white;
+
+ GUIStyle style = new GUIStyle();
+ style.active.background = Button1;
+ style.normal.background = Button1;
+ style.richText = true;
+ style.alignment = TextAnchor.MiddleCenter;
+ style.normal.textColor = Color.white;
+
+ GUIStyle style2 = new GUIStyle();
+ style2.active.background = Button2;
+ style2.normal.background = Button2;
+ style2.richText = true;
+ style2.alignment = TextAnchor.MiddleCenter;
+ style2.normal.textColor = Color.white;
+
+ GUIStyle style3 = new GUIStyle();
+ style3.active.background = Button3;
+ style3.normal.background = Button3;
+ style3.richText = true;
+ style3.alignment = TextAnchor.MiddleCenter;
+ style3.normal.textColor = Color.white;
+
+ GUIStyle style4 = new GUIStyle();
+ style4.active.background = INFO;
+ style4.normal.background = INFO;
+ style4.richText = true;
+ style4.alignment = TextAnchor.MiddleCenter;
+ style4.normal.textColor = Color.white;
+
+ if(GUI.Button(new Rect(20,GetComponent<Camera>().pixelRect.height-Button1.height,Button1.width,Button1.height),"",LogoStyle)){
+ Application.OpenURL("http://proflares.com/store");
+ }
+
+ if(GUI.Button(new Rect(20+Button1.width,GetComponent<Camera>().pixelRect.height-Button1.height,Button1.width,Button1.height),"",style)){
+ Swap(1);
+ }
+
+ if(GUI.Button(new Rect(0+Button1.width*2,GetComponent<Camera>().pixelRect.height-Button1.height,Button1.width,Button1.height),"",style2)){
+ Swap(2);
+ }
+
+ if(GUI.Button(new Rect(0+Button1.width*3,GetComponent<Camera>().pixelRect.height-Button1.height,Button1.width,Button1.height),"",style3)){
+ Swap(3);
+ }
+
+ if(GUI.Button(new Rect(0+Button1.width*4,GetComponent<Camera>().pixelRect.height-Button1.height,Button1.width,Button1.height),"",style4)){
+ }
+
+#else
+
+ Rect texRect = new Rect(0,GetComponent<Camera>().pixelRect.height-120,GetComponent<Camera>().pixelRect.width,120);
+
+ GUI.color = Color.white;
+
+ GUI.DrawTexture(texRect, Black);
+
+ GUIStyle LogoStyle = new GUIStyle();
+ LogoStyle.active.background = Logo;
+
+ LogoStyle.normal.background = Logo;
+ LogoStyle.richText = true;
+ LogoStyle.alignment = TextAnchor.MiddleCenter;
+ LogoStyle.normal.textColor = Color.white;
+
+ GUIStyle style = new GUIStyle();
+ style.active.background = Button1;
+ style.normal.background = Button1;
+ style.richText = true;
+ style.alignment = TextAnchor.MiddleCenter;
+ style.normal.textColor = Color.white;
+
+ GUIStyle style2 = new GUIStyle();
+ style2.active.background = Button2;
+ style2.normal.background = Button2;
+ style2.richText = true;
+ style2.alignment = TextAnchor.MiddleCenter;
+ style2.normal.textColor = Color.white;
+
+ GUIStyle style3 = new GUIStyle();
+ style3.active.background = Button3;
+ style3.normal.background = Button3;
+ style3.richText = true;
+ style3.alignment = TextAnchor.MiddleCenter;
+ style3.normal.textColor = Color.white;
+
+ GUIStyle style4 = new GUIStyle();
+ style4.active.background = INFO;
+ style4.normal.background = INFO;
+ style4.richText = true;
+ style4.alignment = TextAnchor.MiddleCenter;
+ style4.normal.textColor = Color.white;
+
+ if(GUI.Button(new Rect(20,GetComponent<Camera>().pixelRect.height-Button1.height,Button1.width,Button1.height),"",LogoStyle)){
+ Application.OpenURL("http://proflares.com/store");
+ }
+
+ if(GUI.Button(new Rect(20+Button1.width,GetComponent<Camera>().pixelRect.height-Button1.height,Button1.width,Button1.height),"",style)){
+ Swap(1);
+ }
+
+ if(GUI.Button(new Rect(0+Button1.width*2,GetComponent<Camera>().pixelRect.height-Button1.height,Button1.width,Button1.height),"",style2)){
+ Swap(2);
+ }
+
+ if(GUI.Button(new Rect(0+Button1.width*3,GetComponent<Camera>().pixelRect.height-Button1.height,Button1.width,Button1.height),"",style3)){
+ Swap(3);
+ }
+
+ if(GUI.Button(new Rect(0+Button1.width*4,GetComponent<Camera>().pixelRect.height-Button1.height,Button1.width,Button1.height),"",style4)){
+ }
+
+#endif
+
+ }
+
+ public Texture2D Black;
+ public Texture2D Logo;
+ public Texture2D Button1;
+ public Texture2D Button2;
+ public Texture2D Button3;
+ public Texture2D INFO;
+
+ void drawTexture(float x, float y, Texture2D texture) {
+ if(texture != null){
+ Rect texRect = new Rect(x,y,texture.width,texture.height);
+ GUI.color = Color.white;
+ GUI.DrawTexture(texRect, texture);
+ }
+ }
+}
diff --git a/Assets/ProFlares/DemoScripts/DemoControls.cs.meta b/Assets/ProFlares/DemoScripts/DemoControls.cs.meta
new file mode 100644
index 0000000..cc78b6d
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/DemoControls.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/ProFlares/DemoScripts/MultiCameraDemo.cs b/Assets/ProFlares/DemoScripts/MultiCameraDemo.cs
new file mode 100644
index 0000000..c21a02e
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/MultiCameraDemo.cs
@@ -0,0 +1,101 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+using UnityEngine;
+using System.Collections;
+
+public class MultiCameraDemo : MonoBehaviour {
+
+ public Camera camera1;
+ public Camera camera2;
+ public Camera camera3;
+ public Camera camera4;
+
+ int count;
+
+ public ProFlareBatch batch;
+ void Start(){
+ camera1.enabled = true;
+ camera2.enabled = false;
+ camera3.enabled = false;
+ camera4.enabled = false;
+ batch.SwitchCamera(camera1);
+ }
+ void Update () {
+ if(Input.GetKeyUp(KeyCode.Space)){
+ count++;
+ if(count == 4)
+ count = 0;
+
+ if(count == 0){
+
+ camera1.enabled = true;
+ camera2.enabled = false;
+ camera3.enabled = false;
+ camera4.enabled = false;
+
+ batch.SwitchCamera(camera1);
+ }
+ if(count == 1){
+
+ camera1.enabled = false;
+ camera2.enabled = true;
+ camera3.enabled = false;
+ camera4.enabled = false;
+
+ batch.SwitchCamera(camera2);
+ }
+ if(count == 2){
+
+ camera1.enabled = false;
+ camera2.enabled = false;
+ camera3.enabled = true;
+ camera4.enabled = false;
+
+ batch.SwitchCamera(camera3);
+ }
+ if(count == 3){
+
+ camera1.enabled = false;
+ camera2.enabled = false;
+ camera3.enabled = false;
+ camera4.enabled = true;
+
+ batch.SwitchCamera(camera4);
+ }
+ }
+ }
+
+
+ public Texture2D Logo;
+
+ public Texture2D Info;
+
+ void OnGUI(){
+
+ GUI.color = Color.white;
+
+ GUIStyle LogoStyle = new GUIStyle();
+ LogoStyle.active.background = Logo;
+
+ LogoStyle.normal.background = Logo;
+ LogoStyle.richText = true;
+ LogoStyle.alignment = TextAnchor.MiddleCenter;
+ LogoStyle.normal.textColor = Color.white;
+
+ if(GUI.Button(new Rect(10,0,Logo.width,Logo.height),"",LogoStyle)){
+ Application.OpenURL("http://proflares.com/store");
+ }
+
+ GUIStyle styleInfo = new GUIStyle();
+ styleInfo.active.background = Info;
+ styleInfo.normal.background = Info;
+ styleInfo.richText = true;
+ styleInfo.alignment = TextAnchor.MiddleCenter;
+ styleInfo.normal.textColor = Color.white;
+
+ if(GUI.Button(new Rect((camera1.pixelRect.width*0.5f)-(Info.width*0.5f),camera1.pixelRect.height-Info.height,Info.width,Info.height),"",styleInfo)){
+ //Application.OpenURL("http://proflares.com/store");
+ }
+ }
+}
diff --git a/Assets/ProFlares/DemoScripts/MultiCameraDemo.cs.meta b/Assets/ProFlares/DemoScripts/MultiCameraDemo.cs.meta
new file mode 100644
index 0000000..dde7a8f
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/MultiCameraDemo.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/ProFlares/DemoScripts/PresetViewer.cs b/Assets/ProFlares/DemoScripts/PresetViewer.cs
new file mode 100644
index 0000000..b313501
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/PresetViewer.cs
@@ -0,0 +1,99 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+using UnityEngine;
+using System.Collections;
+
+public class PresetViewer : MonoBehaviour {
+
+ public Transform PresetParent;
+
+ public Camera MainCamera;
+
+ public Texture2D Logo;
+
+ public Texture2D Info;
+
+ public Texture2D Black;
+
+ int currentFlare = 0;
+ public GameObject[] Flares;
+
+
+ void Start () {
+ //return;
+
+ for(int i = 0; i < Flares.Length;i++){
+ Flares[i].SetActive(false);
+ }
+ Flares[currentFlare].SetActive(true);
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ if(Input.GetKeyUp(KeyCode.LeftArrow) || Input.GetKeyUp(KeyCode.RightArrow)){
+ for(int i = 0; i < Flares.Length;i++){
+ Flares[i].SetActive(false);
+ }
+
+ if(Input.GetKeyUp(KeyCode.LeftArrow))
+ currentFlare--;
+ else
+ currentFlare++;
+
+ if(currentFlare < 0) currentFlare = Flares.Length-1;
+ if(currentFlare > Flares.Length-1) currentFlare = 0;
+
+ Flares[currentFlare].SetActive(true);
+ }
+
+ //if(!hideGui)
+ if(Input.GetMouseButton(0)){
+ float extra = 1.2f;
+
+ Ray ray = MainCamera.ScreenPointToRay(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
+ Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow);
+ RaycastHit hit;
+ if(Physics.Raycast(ray,out hit)){
+ PresetParent.position = hit.point*extra;
+ }
+ }
+ }
+ public bool hideGui = false;
+ void OnGUI(){
+
+ if(hideGui)
+ return;
+
+ GUIStyle LogoStyle = new GUIStyle();
+ LogoStyle.active.background = Logo;
+ LogoStyle.normal.background = Logo;
+ LogoStyle.richText = true;
+ LogoStyle.alignment = TextAnchor.MiddleCenter;
+ LogoStyle.normal.textColor = Color.white;
+
+
+ GUIStyle styleInfo = new GUIStyle();
+ styleInfo.active.background = Info;
+ styleInfo.normal.background = Info;
+ styleInfo.richText = true;
+ styleInfo.alignment = TextAnchor.MiddleCenter;
+ styleInfo.normal.textColor = Color.white;
+
+ if(GUI.Button(new Rect(10,0,Logo.width,Logo.height),"",LogoStyle)){
+ Application.OpenURL("http://proflares.com/store");
+ }
+
+ if(GUI.Button(new Rect((MainCamera.pixelRect.width*0.5f)-(Info.width*0.5f),MainCamera.pixelRect.height-Info.height,Info.width,Info.height),"",styleInfo)){}
+
+ }
+
+ void drawTexture(float x, float y, Texture2D texture) {
+ if(texture != null){
+ Rect texRect = new Rect(x,y,texture.width,texture.height);
+ GUI.color = Color.white;
+ GUI.DrawTexture(texRect, texture);
+ }
+ }
+}
diff --git a/Assets/ProFlares/DemoScripts/PresetViewer.cs.meta b/Assets/ProFlares/DemoScripts/PresetViewer.cs.meta
new file mode 100644
index 0000000..72bf83c
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/PresetViewer.cs.meta
@@ -0,0 +1,11 @@
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+guid: 6d89df96c71494321b58e26500581984
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+ externalObjects: {}
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diff --git a/Assets/ProFlares/DemoScripts/RandomPos.cs b/Assets/ProFlares/DemoScripts/RandomPos.cs
new file mode 100644
index 0000000..21cd117
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/RandomPos.cs
@@ -0,0 +1,34 @@
+using UnityEngine;
+using System.Collections;
+
+public class RandomPos : MonoBehaviour {
+
+ Transform thisTransform;
+ public float updateTime = 1;
+ public float maxRandomTime = 1.5f;
+
+ public float range = 2;
+ Vector3 startPosition;
+ // Use this for initialization
+ void Start () {
+
+ thisTransform = transform;
+ startPosition = transform.position;
+ StartCoroutine(update());
+ }
+
+ void OnEnable(){
+
+ StartCoroutine(update());
+
+ }
+
+ IEnumerator update(){
+
+ yield return new WaitForSeconds(updateTime+Random.Range(0f,maxRandomTime));
+
+ thisTransform.position = startPosition+(Vector3.left*Random.Range(-range,range))+(Vector3.up*Random.Range(-range,range))+(Vector3.back*Random.Range(-range,range));
+ StartCoroutine(update());
+ }
+
+}
diff --git a/Assets/ProFlares/DemoScripts/RandomPos.cs.meta b/Assets/ProFlares/DemoScripts/RandomPos.cs.meta
new file mode 100644
index 0000000..0bc4e12
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/RandomPos.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/ProFlares/DemoScripts/RotateTransform.cs b/Assets/ProFlares/DemoScripts/RotateTransform.cs
new file mode 100644
index 0000000..2f54743
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/RotateTransform.cs
@@ -0,0 +1,21 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+using UnityEngine;
+using System.Collections;
+
+public class RotateTransform : MonoBehaviour {
+
+ Transform thisTransform;
+
+ public Vector3 Speed = new Vector3(0,20f,0);
+
+ void Start () {
+ thisTransform = transform;
+ }
+
+ void Update () {
+ Quaternion offset = Quaternion.Euler(Speed * Time.deltaTime);
+ thisTransform.localRotation = thisTransform.localRotation*offset;
+ }
+
+}
diff --git a/Assets/ProFlares/DemoScripts/RotateTransform.cs.meta b/Assets/ProFlares/DemoScripts/RotateTransform.cs.meta
new file mode 100644
index 0000000..c16fdb5
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/RotateTransform.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/ProFlares/DemoScripts/SpinInput.cs b/Assets/ProFlares/DemoScripts/SpinInput.cs
new file mode 100644
index 0000000..195917f
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/SpinInput.cs
@@ -0,0 +1,129 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+/// <summary>
+/// SpinInput.cs
+/// Rotates a transform based on click dragging. Works on ether X or Y Axis. Y Axis can be limited.
+/// </summary>
+
+using UnityEngine;
+using System.Collections;
+
+namespace ProFlares {
+public class SpinInput : MonoBehaviour {
+
+ private Transform thisTransform;
+
+ float xVerlo;
+
+ float targetVerloX;
+ float lastX;
+ float currentX;
+
+ float offsetX;
+
+ float finalVeloX;
+
+ float tempVeloX;
+
+ float YVerlo;
+
+ float targetVerloY;
+ float lastY;
+ float currentY;
+
+ float offsetY;
+
+ float finalVeloY;
+
+ float tempVeloY;
+
+ public int cropDist = 180;
+
+ public float ResponseTime = 0.2f;
+
+ public bool touchMode = true;
+ void Start () {
+ thisTransform = transform;
+ }
+
+ public bool X;
+
+ public bool Y;
+
+
+ void LateUpdate () {
+
+
+ if(X){
+
+ if(Input.GetMouseButtonDown(0)){
+ // print("MouseDown");
+ lastX = 0;
+ currentX = 0;
+ offsetX = Input.mousePosition.x;
+ }
+
+
+ if(Input.GetMouseButton(0)){
+
+ lastX = currentX;
+ currentX = Input.mousePosition.x-offsetX;
+
+ targetVerloX = (currentX-lastX)*2;
+
+ if((currentX-lastX > 1)||(currentX-lastX < -1)){
+
+ }
+ targetVerloX = targetVerloX*3.5f;
+
+ }else{
+
+ targetVerloX = targetVerloX*0.95f;
+ }
+ finalVeloX = Mathf.Lerp(finalVeloX,targetVerloX,20*Time.deltaTime);
+
+ thisTransform.Rotate(0,finalVeloX*Time.deltaTime,0);
+ }
+
+
+
+ if(Y){
+ if(Input.GetMouseButtonDown(0)){
+ // print("MouseDown");
+ lastY = 0;
+ currentY = 0;
+ offsetY = Input.mousePosition.y;
+ }
+
+ if(Input.GetMouseButton(0)){
+
+ lastY = currentY;
+ currentY = Input.mousePosition.y-offsetY;
+
+ targetVerloY = (currentY-lastY)*-2;
+ targetVerloY = targetVerloY*1.5f;
+
+ }else{
+
+ targetVerloY = targetVerloY*0.95f;
+ }
+
+
+ finalVeloY = Mathf.Lerp(finalVeloY,targetVerloY,20*Time.deltaTime);
+
+
+ thisTransform.Rotate(finalVeloY*Time.deltaTime,0,0);
+
+
+ Quaternion newrotation = thisTransform.rotation;
+
+ newrotation.x = Mathf.Clamp(newrotation.x,-0.1f,0.3f);
+
+ thisTransform.rotation = newrotation;
+
+ }
+
+ }
+ }
+} \ No newline at end of file
diff --git a/Assets/ProFlares/DemoScripts/SpinInput.cs.meta b/Assets/ProFlares/DemoScripts/SpinInput.cs.meta
new file mode 100644
index 0000000..682d0ba
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/SpinInput.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/ProFlares/DemoScripts/SplitScreenDemo.cs b/Assets/ProFlares/DemoScripts/SplitScreenDemo.cs
new file mode 100644
index 0000000..ac13675
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/SplitScreenDemo.cs
@@ -0,0 +1,53 @@
+
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+
+using UnityEngine;
+using System.Collections;
+
+public class SplitScreenDemo : MonoBehaviour {
+
+ // Use this for initialization
+ void Start () {
+
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ }
+
+ public Camera guiCamera;
+ public Texture2D Logo;
+
+ public Texture2D Info;
+
+ void OnGUI(){
+
+ GUI.color = Color.white;
+
+ GUIStyle LogoStyle = new GUIStyle();
+ LogoStyle.active.background = Logo;
+
+ LogoStyle.normal.background = Logo;
+ LogoStyle.richText = true;
+ LogoStyle.alignment = TextAnchor.MiddleCenter;
+ LogoStyle.normal.textColor = Color.white;
+
+ if(GUI.Button(new Rect(10,0,Logo.width,Logo.height),"",LogoStyle)){
+ Application.OpenURL("http://proflares.com/store");
+ }
+
+ GUIStyle styleInfo = new GUIStyle();
+ styleInfo.active.background = Info;
+ styleInfo.normal.background = Info;
+ styleInfo.richText = true;
+ styleInfo.alignment = TextAnchor.MiddleCenter;
+ styleInfo.normal.textColor = Color.white;
+
+ if(GUI.Button(new Rect((guiCamera.pixelRect.width*0.5f)-(Info.width*0.5f),guiCamera.pixelRect.height*2-Info.height,Info.width,Info.height),"",styleInfo)){
+ //Application.OpenURL("http://proflares.com/store");
+ }
+ }
+}
diff --git a/Assets/ProFlares/DemoScripts/SplitScreenDemo.cs.meta b/Assets/ProFlares/DemoScripts/SplitScreenDemo.cs.meta
new file mode 100644
index 0000000..1905f67
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/SplitScreenDemo.cs.meta
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diff --git a/Assets/ProFlares/DemoScripts/SwitchCameraDemo.cs b/Assets/ProFlares/DemoScripts/SwitchCameraDemo.cs
new file mode 100644
index 0000000..44971b2
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/SwitchCameraDemo.cs
@@ -0,0 +1,39 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+using UnityEngine;
+using System.Collections;
+
+public class SwitchCameraDemo : MonoBehaviour {
+
+ public ProFlareBatch flareBatch;
+
+ public Camera camera1;
+ public Camera camera2;
+
+ public bool switchNow;
+
+ bool ping;
+ void Start () {
+ camera2.enabled = false;
+ }
+
+ void Update () {
+ if(switchNow){
+
+ switchNow = false;
+
+ if(!ping){
+ ping = true;
+ flareBatch.SwitchCamera(camera2);
+ camera2.enabled = true;
+ camera1.enabled = false;
+ }else{
+ ping = false;
+ flareBatch.SwitchCamera(camera1);
+ camera1.enabled = true;
+ camera2.enabled = false;
+
+ }
+ }
+ }
+}
diff --git a/Assets/ProFlares/DemoScripts/SwitchCameraDemo.cs.meta b/Assets/ProFlares/DemoScripts/SwitchCameraDemo.cs.meta
new file mode 100644
index 0000000..d82264b
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+++ b/Assets/ProFlares/DemoScripts/SwitchCameraDemo.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/ProFlares/DemoScripts/TranslateCurve.cs b/Assets/ProFlares/DemoScripts/TranslateCurve.cs
new file mode 100644
index 0000000..32619ae
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/TranslateCurve.cs
@@ -0,0 +1,26 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+using UnityEngine;
+using System.Collections;
+
+namespace ProFlares {
+ public class TranslateCurve : MonoBehaviour {
+ Transform thisTransform;
+ Vector3 pos;
+ public float speed = 0.3f;
+ public WrapMode wrapMode;
+ public Vector3 axis = Vector3.one;
+
+ public AnimationCurve Curve = new AnimationCurve(new Keyframe(0, 0.1f), new Keyframe(0.5f, 1.0f), new Keyframe(1.0f, 0.1f));
+ void Start () {
+ thisTransform = transform;
+ pos = thisTransform.localPosition;
+ Curve.postWrapMode = wrapMode;
+ }
+
+ void Update () {
+ thisTransform.transform.localPosition = pos+(axis*Curve.Evaluate(Time.time*speed));
+ }
+ }
+}
diff --git a/Assets/ProFlares/DemoScripts/TranslateCurve.cs.meta b/Assets/ProFlares/DemoScripts/TranslateCurve.cs.meta
new file mode 100644
index 0000000..6649aed
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/TranslateCurve.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/ProFlares/DemoScripts/Zoom.cs b/Assets/ProFlares/DemoScripts/Zoom.cs
new file mode 100644
index 0000000..5caece9
--- /dev/null
+++ b/Assets/ProFlares/DemoScripts/Zoom.cs
@@ -0,0 +1,47 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+/// <summary>
+/// Zoom.cs
+/// Attach to a transform, which will then move in on the Z Axis when the mouse wheel is used.
+/// </summary>
+using UnityEngine;
+using System.Collections;
+
+namespace ProFlares{
+ public class Zoom : MonoBehaviour {
+
+ Transform thisTrans;
+
+ public float current;
+
+ public float prev;
+
+ void Start () {
+ thisTrans = transform;
+ }
+
+ public float pos = 0;
+
+ public float dif;
+
+ public float offset;
+
+ void Update () {
+ prev = current;
+ current = Input.GetAxis("Mouse ScrollWheel");
+
+ if(Input.GetKey(KeyCode.UpArrow))
+ current = 0.1f;
+
+ if(Input.GetKey(KeyCode.DownArrow))
+ current = -0.1f;
+
+ dif = (prev-current)*-0.3f;
+ pos = Mathf.Clamp(pos + dif,-1f,1f);
+
+ Vector3 newPos = thisTrans.localPosition;
+ newPos.z = Mathf.Clamp(thisTrans.localPosition.z+current,-2f,3f);
+ thisTrans.localPosition = newPos;
+ }
+ }
+}
diff --git a/Assets/ProFlares/DemoScripts/Zoom.cs.meta b/Assets/ProFlares/DemoScripts/Zoom.cs.meta
new file mode 100644
index 0000000..3894500
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diff --git a/Assets/ProFlares/Demos.meta b/Assets/ProFlares/Demos.meta
new file mode 100644
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diff --git a/Assets/ProFlares/Demos/GUITextures.meta b/Assets/ProFlares/Demos/GUITextures.meta
new file mode 100644
index 0000000..0087181
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diff --git a/Assets/ProFlares/Demos/GUITextures/GUIBlackMat.tga b/Assets/ProFlares/Demos/GUITextures/GUIBlackMat.tga
new file mode 100644
index 0000000..80dc2e2
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+++ b/Assets/ProFlares/Demos/GUITextures/GUIBlackMat.tga
Binary files differ
diff --git a/Assets/ProFlares/Demos/GUITextures/GUIBlackMat.tga.meta b/Assets/ProFlares/Demos/GUITextures/GUIBlackMat.tga.meta
new file mode 100644
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new file mode 100644
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diff --git a/Assets/ProFlares/Demos/Textures/Skies.meta b/Assets/ProFlares/Demos/Textures/Skies.meta
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new file mode 100644
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diff --git a/Assets/ProFlares/Demos/Textures/Skies/Overcast.psd b/Assets/ProFlares/Demos/Textures/Skies/Overcast.psd
new file mode 100644
index 0000000..3ed9c8d
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new file mode 100644
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diff --git a/Assets/ProFlares/Demos/Textures/Skies/Sky.psd b/Assets/ProFlares/Demos/Textures/Skies/Sky.psd
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new file mode 100644
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diff --git a/Assets/ProFlares/Editor.meta b/Assets/ProFlares/Editor.meta
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diff --git a/Assets/ProFlares/Editor/FlareEditorHelper.cs b/Assets/ProFlares/Editor/FlareEditorHelper.cs
new file mode 100644
index 0000000..c12d828
--- /dev/null
+++ b/Assets/ProFlares/Editor/FlareEditorHelper.cs
@@ -0,0 +1,305 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+/// <summary>
+/// FlareEditorHelper.cs
+/// Helper class that contains a number of functions that other Editor Scripts use.
+/// </summary>
+
+using UnityEngine;
+using UnityEditor;
+using System.Collections;
+
+public class FlareEditorHelper : MonoBehaviour {
+
+ const int menuPos = 10000;
+
+ //public static bool ProFlaresDebugMessages = false;
+
+ [MenuItem ("Window/ProFlares/Create Setup",false,menuPos+0)]
+ static void CreateSetup () {
+ GameObject rootGO = new GameObject("ProFlareSetup");
+ rootGO.layer = 8;
+ GameObject cameraGO = new GameObject("ProFlareCamera");
+ cameraGO.layer = 8;
+ Camera camera = cameraGO.AddComponent<Camera>();
+
+ cameraGO.transform.parent = rootGO.transform;
+
+ camera.clearFlags = CameraClearFlags.Depth;
+
+ camera.orthographic = true;
+
+ camera.orthographicSize = 1;
+
+ camera.farClipPlane = 2;
+
+ camera.nearClipPlane = -2;
+
+ camera.depth++;
+
+ camera.cullingMask = 1 << 8;
+
+ GameObject batchGO = new GameObject("ProFlareBatch");
+
+ batchGO.layer = 8;
+
+ batchGO.transform.parent = cameraGO.transform;
+
+ ProFlareBatch batch = batchGO.AddComponent<ProFlareBatch>();
+
+ batch.FlareCamera = camera;
+
+ GameObject MainCameraGo = GameObject.FindWithTag("MainCamera");
+ if(MainCameraGo){
+
+#if UNITY_5
+ batch.GameCamera = MainCameraGo.GetComponent<Camera>();
+
+ batch.GameCameraTrans = MainCameraGo.transform;
+
+#else
+ batch.GameCamera = MainCameraGo.GetComponent<Camera>();
+
+ batch.GameCameraTrans = MainCameraGo.transform;
+
+#endif
+ }
+ Selection.activeGameObject = batchGO;
+
+ }
+
+ [MenuItem ("Window/ProFlares/Create Setup On Selected Camera",false,menuPos+0)]
+ static void CreateSetupOnExisting () {
+
+ GameObject cameraGO = null;
+ Camera camera = null;
+
+ if(Selection.activeGameObject){
+
+ camera = Selection.activeGameObject.GetComponent<Camera>();
+ if(camera == null){
+ Debug.LogError("ProFlares - No Camera Selected");
+ return;
+ }else{
+ cameraGO = Selection.activeGameObject;
+ }
+ }else{
+ Debug.LogError("ProFlares - Nothing Selected");
+ return;
+ }
+
+ Vector3 worldScale = cameraGO.transform.localScale;
+
+ Transform parent = cameraGO.transform.parent;
+
+ while (parent != null)
+ {
+ worldScale = Vector3.Scale(worldScale,parent.localScale);
+ parent = parent.parent;
+ }
+
+ // Debug.LogError(worldScale.x + " " + worldScale.y + " " + worldScale.z);
+
+ // Debug.LogError(1f/worldScale.x + " " + 1f/worldScale.y + " " + 1f/worldScale.z);
+
+ int layerNumber = cameraGO.layer;
+
+ GameObject batchGO = new GameObject("ProFlareBatch");
+
+ batchGO.layer = layerNumber;
+
+ batchGO.transform.parent = cameraGO.transform;
+
+ batchGO.transform.localPosition = Vector3.zero;
+
+ batchGO.transform.localScale = new Vector3(1f/worldScale.x,1f/worldScale.y,1f/worldScale.z);
+
+ ProFlareBatch batch = batchGO.AddComponent<ProFlareBatch>();
+
+ batch.FlareCamera = camera;
+ batch.FlareCameraTrans = camera.transform;
+
+ GameObject MainCameraGo = GameObject.FindWithTag("MainCamera");
+
+ if(MainCameraGo){
+#if UNITY_5
+ batch.GameCamera = MainCameraGo.GetComponent<Camera>();
+ batch.GameCameraTrans = MainCameraGo.transform;
+#else
+ batch.GameCamera = MainCameraGo.GetComponent<Camera>();
+ batch.GameCameraTrans = MainCameraGo.transform;
+#endif
+ }
+
+ Selection.activeGameObject = batchGO;
+ }
+
+ [MenuItem ("Window/ProFlares/Create Single Camera Setup On Selected Main Camera",false,menuPos+1)]
+ static void CreateSetupOnExistingGameCamera () {
+
+ GameObject cameraGO = null;
+ Camera camera = null;
+
+ if(Selection.activeGameObject){
+ camera = Selection.activeGameObject.GetComponent<Camera>();
+ if(camera == null){
+ Debug.LogError("ProFlares - No Camera Selected");
+ return;
+ }else{
+ cameraGO = Selection.activeGameObject;
+ }
+ }else{
+ Debug.LogError("ProFlares - Nothing Selected");
+ return;
+ }
+
+ // Vector3 worldScale = cameraGO.transform.localScale;
+
+ // Transform parent = cameraGO.transform.parent;
+
+ int layerNumber = cameraGO.layer;
+
+ GameObject batchGO = new GameObject("ProFlareBatch");
+
+ batchGO.layer = layerNumber;
+
+ batchGO.transform.parent = cameraGO.transform;
+
+ batchGO.transform.localPosition = Vector3.zero;
+
+ batchGO.transform.localRotation = Quaternion.identity;
+
+ batchGO.transform.localScale = Vector3.one;
+
+ ProFlareBatch batch = batchGO.AddComponent<ProFlareBatch>();
+
+ batch.FlareCamera = camera;
+
+ batch.GameCamera = camera;
+
+ batch.FlareCameraTrans = camera.transform;
+
+ batch.mode = ProFlareBatch.Mode.SingleCamera;
+
+ batch.SingleCamera_Mode = true;
+
+ batch.zPos = 1;
+ /*
+ GameObject MainCameraGo = GameObject.FindWithTag("MainCamera");
+
+ if(MainCameraGo){
+ batch.GameCamera = MainCameraGo.camera;
+ batch.GameCameraTrans = MainCameraGo.transform;
+ }*/
+
+ Selection.activeGameObject = batchGO;
+
+ }
+
+ [MenuItem ("Window/ProFlares/Create Flare",false,menuPos+12)]
+ static void CreateFlare () {
+
+ GameObject flareGO = new GameObject("Flare");
+ flareGO.layer = 8;
+ flareGO.AddComponent<ProFlare>();
+ Selection.activeGameObject = flareGO;
+ }
+
+
+
+
+ [MenuItem ("Window/ProFlares/Help",false,menuPos+71)]
+ static void ProFlareHelp () {
+ Application.OpenURL("http://www.proflares.com/help");
+ }
+
+ public static void DrawGuiInBoxDivider(){
+
+ GUILayout.Space(8f);
+
+ if (Event.current.type == EventType.Repaint)
+ {
+
+ int extra = 0;
+ #if UNITY_4_3
+ extra = 10;
+ #endif
+
+ Texture2D tex = EditorGUIUtility.whiteTexture;
+ Rect rect = GUILayoutUtility.GetLastRect();
+ GUI.color = new Color(0.5f, 0.5f, 0.5f, 0.25f);
+ GUI.DrawTexture(new Rect(5f+extra, rect.yMin + 5f, Screen.width-11, 1f), tex);
+ GUI.color = Color.white;
+ }
+ }
+
+
+ public static void DrawGuiDivider(){
+
+ GUILayout.Space(12f);
+
+ if (Event.current.type == EventType.Repaint)
+ {
+ Texture2D tex = EditorGUIUtility.whiteTexture;
+ Rect rect = GUILayoutUtility.GetLastRect();
+ GUI.color = new Color(0f, 0f, 0f, 0.25f);
+ GUI.DrawTexture(new Rect(0f, rect.yMin + 6f, Screen.width, 4f), tex);
+ GUI.DrawTexture(new Rect(0f, rect.yMin + 6f, Screen.width, 1f), tex);
+ GUI.DrawTexture(new Rect(0f, rect.yMin + 9f, Screen.width, 1f), tex);
+ GUI.color = Color.white;
+ }
+ }
+
+ public static GUIStyle TitleStyle(){
+ GUIStyle title = new GUIStyle(EditorStyles.largeLabel);
+
+ title.fontSize = 16;
+
+ title.clipping = TextClipping.Overflow;
+
+ return title;
+ }
+
+ public static GUIStyle ThinButtonStyle(){
+ GUIStyle thinButton = new GUIStyle(EditorStyles.toolbarButton);
+ thinButton.fontStyle = FontStyle.Bold;
+ thinButton.fixedHeight = 24f;
+ return thinButton;
+ }
+
+ public static GUIStyle ThinButtonRedStyle(){
+ GUIStyle thinButtonRed = new GUIStyle(EditorStyles.toolbarButton);
+ thinButtonRed.fontStyle = FontStyle.Bold;
+ thinButtonRed.fixedHeight = 24f;
+ thinButtonRed.normal.textColor = Color.red;
+ return thinButtonRed;
+ }
+
+ public static GUIStyle ThinButtonPressedStyle(){
+ GUIStyle thinButtonPressed = new GUIStyle(EditorStyles.toolbarButton);
+ thinButtonPressed.fontStyle = FontStyle.Bold;
+ thinButtonPressed.fixedHeight = 24f;
+ return thinButtonPressed;
+ }
+
+ public static GUIStyle DropDownButtonStyle(){
+ GUIStyle dropDownButton = new GUIStyle(EditorStyles.toolbarDropDown);
+ dropDownButton.fontStyle = FontStyle.Bold;
+ dropDownButton.fixedHeight = 20f;
+ return dropDownButton;
+ }
+
+ public static GUIStyle EnumStyleButton(){
+ GUIStyle enumStyleButton = new GUIStyle(EditorStyles.toolbarDropDown);
+ enumStyleButton.onActive.background = ThinButtonStyle().onActive.background;
+ enumStyleButton.fixedHeight = 24f;
+ return enumStyleButton;
+ }
+
+ public static GUIStyle FoldOutButtonStyle(){
+ GUIStyle foldOutButton = new GUIStyle(EditorStyles.foldout);
+ foldOutButton.fontStyle = FontStyle.Bold;
+ return foldOutButton;
+ }
+
+} \ No newline at end of file
diff --git a/Assets/ProFlares/Editor/FlareEditorHelper.cs.meta b/Assets/ProFlares/Editor/FlareEditorHelper.cs.meta
new file mode 100644
index 0000000..c26696a
--- /dev/null
+++ b/Assets/ProFlares/Editor/FlareEditorHelper.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 34cd8af729f81f94289f7610f88c5db5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Editor/FlareJson.cs b/Assets/ProFlares/Editor/FlareJson.cs
new file mode 100644
index 0000000..f49d17f
--- /dev/null
+++ b/Assets/ProFlares/Editor/FlareJson.cs
@@ -0,0 +1,1163 @@
+using System;
+using System.Collections;
+using System.Text;
+using System.Collections.Generic;
+using UnityEngine;
+
+// Source: UIToolkit -- https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/MiniJSON.cs
+
+// Based on the JSON parser from
+// http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
+
+/// <summary>
+/// This class encodes and decodes JSON strings.
+/// Spec. details, see http://www.json.org/
+///
+/// JSON uses Arrays and Objects. These correspond here to the datatypes ArrayList and Hashtable.
+/// All numbers are parsed to doubles.
+/// </summary>
+
+public class FlareJson
+{
+ private const int TOKEN_NONE = 0;
+ private const int TOKEN_CURLY_OPEN = 1;
+ private const int TOKEN_CURLY_CLOSE = 2;
+ private const int TOKEN_SQUARED_OPEN = 3;
+ private const int TOKEN_SQUARED_CLOSE = 4;
+ private const int TOKEN_COLON = 5;
+ private const int TOKEN_COMMA = 6;
+ private const int TOKEN_STRING = 7;
+ private const int TOKEN_NUMBER = 8;
+ private const int TOKEN_TRUE = 9;
+ private const int TOKEN_FALSE = 10;
+ private const int TOKEN_NULL = 11;
+ private const int BUILDER_CAPACITY = 2000;
+
+ /// <summary>
+ /// On decoding, this value holds the position at which the parse failed (-1 = no error).
+ /// </summary>
+ protected static int lastErrorIndex = -1;
+ protected static string lastDecode = "";
+
+ public static Color decodeColor(Hashtable table){
+
+ float r = float.Parse(table["r"].ToString());
+ float g = float.Parse(table["g"].ToString());
+ float b = float.Parse(table["b"].ToString());
+ float a = float.Parse(table["a"].ToString());
+
+ return new Color(r,g,b,a);
+ }
+
+ public static Vector4 decodeVector4(Hashtable table){
+
+ float r = float.Parse(table["r"].ToString());
+ float g = float.Parse(table["g"].ToString());
+ float b = float.Parse(table["b"].ToString());
+ float a = float.Parse(table["a"].ToString());
+
+ return new Vector4(r,g,b,a);
+ }
+
+ public static Vector3 decodeVector3(Hashtable table){
+
+ float r = float.Parse(table["r"].ToString());
+ float g = float.Parse(table["g"].ToString());
+ float b = float.Parse(table["b"].ToString());
+
+ return new Vector4(r,g,b);
+ }
+
+ public static Vector2 decodeVector2(Hashtable table){
+
+ float x = float.Parse(table["x"].ToString());
+ float y = float.Parse(table["y"].ToString());
+
+ return new Vector2(x,y);
+ }
+
+
+ public static AnimationCurve decodeAnimCurve(Hashtable table){
+
+ AnimationCurve curve = new AnimationCurve ();
+
+
+ foreach (System.Collections.DictionaryEntry key in table) {
+
+
+ Hashtable keyTable = (Hashtable)table [key.Key];
+
+
+ float time = float.Parse(keyTable["time"].ToString());
+ float value = float.Parse(keyTable["value"].ToString());
+ float _in = float.Parse(keyTable["in"].ToString());
+ float _out = float.Parse(keyTable["out"].ToString());
+// float tangentMode = float.Parse(keyTable["tangentMode"].ToString());
+
+ Keyframe newKey = new Keyframe(time,value,_in,_out);
+ // newKey.tangentMode = tangentMode;
+
+ curve.AddKey(newKey);
+
+ }
+
+ return curve;
+ }
+
+ public static bool decodeBool(string str){
+
+ int num = int.Parse(str);
+ if(num == 1)
+ return true;
+ else
+ return false;
+ }
+
+ public static void LoadFlareData (ProFlare flare, TextAsset asset)
+ {
+
+ string jsonString = asset.text;
+
+// Debug.Log ("LoadFlareData");
+
+ Hashtable decodedHash = jsonDecode (jsonString) as Hashtable;
+
+ if (decodedHash == null) {
+ Debug.LogWarning ("Unable to parse Json file: " + asset.name);
+ return;
+ }
+
+ Hashtable meta = (Hashtable)decodedHash["meta"];
+
+ flare.GlobalScale = float.Parse(meta["GlobalScale"].ToString());
+
+ flare.GlobalBrightness = float.Parse(meta["GlobalBrightness"].ToString());
+
+ flare.GlobalTintColor = FlareJson.decodeColor((Hashtable)meta["GlobalTintColor"]);
+
+ flare.MultiplyScaleByTransformScale = FlareJson.decodeBool(meta["MultiplyScaleByTransformScale"].ToString());
+
+ //Distance Fall off
+ flare.useMaxDistance = FlareJson.decodeBool(meta["useMaxDistance"].ToString());
+
+ flare.useDistanceScale = FlareJson.decodeBool(meta["useDistanceScale"].ToString());
+
+ flare.useDistanceFade = FlareJson.decodeBool(meta["useDistanceFade"].ToString());
+
+ flare.GlobalMaxDistance = float.Parse(meta["GlobalMaxDistance"].ToString());
+
+
+ //Angle Culling Properties
+ flare.UseAngleLimit = FlareJson.decodeBool(meta["UseAngleLimit"].ToString());
+
+ flare.maxAngle = float.Parse(meta["maxAngle"].ToString());
+
+ flare.UseAngleScale = FlareJson.decodeBool(meta["UseAngleScale"].ToString());
+
+ flare.UseAngleBrightness = FlareJson.decodeBool(meta["UseAngleBrightness"].ToString());
+
+ flare.UseAngleCurve = FlareJson.decodeBool(meta["UseAngleCurve"].ToString());
+
+ flare.AngleCurve = FlareJson.decodeAnimCurve ((Hashtable)meta ["AngleCurve"]);
+
+ // public LayerMask mask = 1;
+
+ flare.RaycastPhysics = FlareJson.decodeBool(meta["RaycastPhysics"].ToString());
+
+ flare.OffScreenFadeDist = float.Parse(meta["OffScreenFadeDist"].ToString());
+
+ flare.useDynamicEdgeBoost = FlareJson.decodeBool(meta["useDynamicEdgeBoost"].ToString());
+
+ flare.DynamicEdgeBoost = float.Parse(meta["DynamicEdgeBoost"].ToString());
+
+ flare.DynamicEdgeBrightness = float.Parse(meta["DynamicEdgeBrightness"].ToString());
+
+ flare.DynamicEdgeRange = float.Parse(meta["DynamicEdgeRange"].ToString());
+
+ flare.DynamicEdgeBias = float.Parse(meta["DynamicEdgeBias"].ToString());
+
+ flare.DynamicEdgeCurve = FlareJson.decodeAnimCurve ((Hashtable)meta ["DynamicEdgeCurve"]);
+
+ flare.useDynamicCenterBoost = FlareJson.decodeBool(meta["useDynamicCenterBoost"].ToString());
+
+ flare.DynamicCenterBoost = float.Parse(meta["DynamicCenterBoost"].ToString());
+
+ flare.DynamicCenterBrightness = float.Parse(meta["DynamicCenterBrightness"].ToString());
+
+ flare.DynamicCenterRange = float.Parse(meta["DynamicCenterRange"].ToString());
+
+ flare.DynamicCenterBias = float.Parse(meta["DynamicCenterBias"].ToString());
+
+ flare.neverCull = FlareJson.decodeBool(meta["neverCull"].ToString());
+
+ flare.Elements.Clear ();
+
+ Hashtable elements = (Hashtable)meta["Elements"];
+
+ foreach (System.Collections.DictionaryEntry item in elements) {
+
+ Hashtable element = (Hashtable)elements[item.Key];
+
+ ProFlareElement elementNew = new ProFlareElement();
+
+ elementNew.Editing = FlareJson.decodeBool(element["Editing"].ToString());
+
+ elementNew.Visible = FlareJson.decodeBool(element["Visible"].ToString());
+
+ elementNew.SpriteName = element["SpriteName"].ToString();
+
+ elementNew.flare = flare;
+
+ elementNew.flareAtlas = flare._Atlas;
+
+ elementNew.Brightness = float.Parse(element["Brightness"].ToString());
+
+ elementNew.Scale = float.Parse(element["Scale"].ToString());
+
+ elementNew.ScaleRandom = float.Parse(element["ScaleRandom"].ToString());
+
+ elementNew.ScaleFinal = float.Parse(element["ScaleFinal"].ToString());
+
+ elementNew.RandomColorAmount = FlareJson.decodeVector4((Hashtable)element["RandomColorAmount"]);
+
+// //Element OffSet Properties
+ elementNew.position = float.Parse(element["position"].ToString());
+
+ elementNew.useRangeOffset = FlareJson.decodeBool(element["useRangeOffset"].ToString());
+
+ elementNew.SubElementPositionRange_Min = float.Parse(element["SubElementPositionRange_Min"].ToString());
+
+ elementNew.SubElementPositionRange_Max = float.Parse(element["SubElementPositionRange_Max"].ToString());
+
+ elementNew.SubElementAngleRange_Min = float.Parse(element["SubElementAngleRange_Min"].ToString());
+
+ elementNew.SubElementAngleRange_Max = float.Parse(element["SubElementAngleRange_Max"].ToString());
+
+ elementNew.OffsetPosition = FlareJson.decodeVector3((Hashtable)element["OffsetPosition"]);
+
+ elementNew.Anamorphic = FlareJson.decodeVector3((Hashtable)element["Anamorphic"]);
+
+ elementNew.OffsetPostion = FlareJson.decodeVector3((Hashtable)element["OffsetPostion"]);
+
+// //Element Rotation Properties
+ elementNew.angle = float.Parse(element["angle"].ToString());
+
+ elementNew.useRandomAngle = FlareJson.decodeBool(element["useRandomAngle"].ToString());
+
+ elementNew.useStarRotation = FlareJson.decodeBool(element["useStarRotation"].ToString());
+
+ elementNew.AngleRandom_Min = float.Parse(element["AngleRandom_Min"].ToString());
+
+ elementNew.AngleRandom_Max = float.Parse(element["AngleRandom_Max"].ToString());
+
+ elementNew.OrientToSource = FlareJson.decodeBool(element["OrientToSource"].ToString());
+
+ elementNew.rotateToFlare = FlareJson.decodeBool(element["rotateToFlare"].ToString());
+
+ elementNew.rotationSpeed = float.Parse(element["rotationSpeed"].ToString());
+
+ elementNew.rotationOverTime = float.Parse(element["rotationOverTime"].ToString());
+
+// //Colour Properties,
+ elementNew.useColorRange = FlareJson.decodeBool(element["useColorRange"].ToString());
+
+ elementNew.OffsetPosition = FlareJson.decodeVector3((Hashtable)element["OffsetPosition"]);
+
+ elementNew.ElementTint = FlareJson.decodeColor((Hashtable)element["ElementTint"]);
+
+ elementNew.SubElementColor_Start = FlareJson.decodeColor((Hashtable)element["SubElementColor_Start"]);
+
+ elementNew.SubElementColor_End = FlareJson.decodeColor((Hashtable)element["SubElementColor_End"]);
+
+// //Scale Curve
+ elementNew.useScaleCurve = FlareJson.decodeBool(element["useScaleCurve"].ToString());
+
+ elementNew.ScaleCurve = FlareJson.decodeAnimCurve ((Hashtable)element ["ScaleCurve"]);
+
+// //Override Properties
+ elementNew.OverrideDynamicEdgeBoost = FlareJson.decodeBool(element["OverrideDynamicEdgeBoost"].ToString());
+
+ elementNew.DynamicEdgeBoostOverride = float.Parse(element["DynamicEdgeBoostOverride"].ToString());
+
+ elementNew.OverrideDynamicCenterBoost = FlareJson.decodeBool(element["OverrideDynamicCenterBoost"].ToString());
+
+ elementNew.DynamicCenterBoostOverride = float.Parse(element["DynamicCenterBoostOverride"].ToString());
+
+ elementNew.OverrideDynamicEdgeBrightness = FlareJson.decodeBool(element["OverrideDynamicEdgeBrightness"].ToString());
+
+ elementNew.DynamicEdgeBrightnessOverride = float.Parse(element["DynamicEdgeBrightnessOverride"].ToString());
+
+ elementNew.OverrideDynamicCenterBrightness = FlareJson.decodeBool(element["OverrideDynamicCenterBrightness"].ToString());
+
+ elementNew.DynamicCenterBrightnessOverride = float.Parse(element["DynamicCenterBrightnessOverride"].ToString());
+
+ elementNew.type = (ProFlareElement.Type)(int.Parse(element["type"].ToString()));
+
+
+ elementNew.size = FlareJson.decodeVector2((Hashtable)element["size"]);
+
+ Hashtable subElements = (Hashtable)element["subElements"];
+
+ if(subElements != null)
+ foreach (System.Collections.DictionaryEntry subItem in subElements) {
+
+ Hashtable subElement = (Hashtable)subElements[subItem.Key];
+
+ SubElement subElementNew = new SubElement();
+
+ subElementNew.color = FlareJson.decodeColor((Hashtable)subElement["color"]);
+
+ subElementNew.position = float.Parse(subElement["position"].ToString());
+
+ subElementNew.offset = FlareJson.decodeVector3((Hashtable)subElement["offset"]);
+
+ subElementNew.angle = float.Parse(subElement["angle"].ToString());
+
+ subElementNew.scale = float.Parse(subElement["scale"].ToString());
+
+ subElementNew.random = float.Parse(subElement["random"].ToString());
+
+ subElementNew.random2 = float.Parse(subElement["random2"].ToString());
+
+ subElementNew.RandomScaleSeed = float.Parse(subElement["RandomScaleSeed"].ToString());
+
+ subElementNew.RandomColorSeedR = float.Parse(subElement["RandomColorSeedR"].ToString());
+
+ subElementNew.RandomColorSeedG = float.Parse(subElement["RandomColorSeedG"].ToString());
+
+ subElementNew.RandomColorSeedB = float.Parse(subElement["RandomColorSeedB"].ToString());
+
+ subElementNew.RandomColorSeedA = float.Parse(subElement["RandomColorSeedA"].ToString());
+
+ elementNew.subElements.Add(subElementNew);
+ }
+
+ bool Found = false;
+
+ for(int i2 = 0; i2 < flare._Atlas.elementsList.Count; i2++){
+ if(elementNew.SpriteName == flare._Atlas.elementsList[i2].name){
+ Found = true;
+ elementNew.elementTextureID = i2;
+ }
+ }
+
+ if(Found)
+ flare.Elements.Add(elementNew);
+ else
+ Debug.LogWarning("ProFlares - Flare Element Missing From Atlas Not Adding - "+elementNew.SpriteName);
+
+ }
+
+ foreach (ProFlareBatch batch in flare.FlareBatches) {
+ batch.dirty = true;
+ }
+ }
+ /// <summary>
+ /// Parse the specified JSon file, loading sprite information for the specified atlas.
+ /// </summary>
+
+ public static void LoadSpriteData (ProFlareAtlas atlas, TextAsset asset)
+ {
+ if (asset == null || atlas == null) return;
+
+ string jsonString = asset.text;
+
+ Hashtable decodedHash = jsonDecode(jsonString) as Hashtable;
+
+ if (decodedHash == null)
+ {
+ Debug.LogWarning("Unable to parse Json file: " + asset.name);
+ return;
+ }
+ List<ProFlareAtlas.Element> oldElements = atlas.elementsList;
+
+ atlas.elementsList = new List<ProFlareAtlas.Element>();
+
+ Vector2 TextureScale = Vector2.one;
+
+ //Find Texture Size
+ Hashtable meta = (Hashtable)decodedHash["meta"];
+ foreach (System.Collections.DictionaryEntry item in meta)
+ {
+ if(item.Key.ToString() == "size"){
+ Hashtable sizeTable = (Hashtable)item.Value;
+
+ TextureScale.x = int.Parse(sizeTable["w"].ToString());
+ TextureScale.y = int.Parse(sizeTable["h"].ToString());
+ }
+ }
+
+ //Debug.LogError(TextureScale);
+
+ Hashtable frames = (Hashtable)decodedHash["frames"];
+ foreach (System.Collections.DictionaryEntry item in frames)
+ {
+ ProFlareAtlas.Element newElement = new ProFlareAtlas.Element();
+ newElement.name = item.Key.ToString();
+
+ bool exists = false;
+
+ // Check to see if this sprite exists
+ foreach (ProFlareAtlas.Element oldSprite in oldElements)
+ {
+ if (oldSprite.name.Equals(newElement.name, StringComparison.OrdinalIgnoreCase))
+ {
+ exists = true;
+ break;
+ }
+ }
+
+ if (!exists)
+ {
+ newElement.name = newElement.name.Replace(".png", "");
+ newElement.name = newElement.name.Replace(".tga", "");
+ newElement.name = newElement.name.Replace(".psd", "");
+ newElement.name = newElement.name.Replace(".PSD", "");
+ }
+
+ Hashtable table = (Hashtable)item.Value;
+ Hashtable frame = (Hashtable)table["frame"];
+
+ int frameX = int.Parse(frame["x"].ToString());
+ int frameY = int.Parse(frame["y"].ToString());
+ int frameW = int.Parse(frame["w"].ToString());
+ int frameH = int.Parse(frame["h"].ToString());
+
+ Rect finalUVs = new Rect(frameX, frameY, frameW, frameH);
+
+ Rect rect = new Rect(frameX, frameY, frameW, frameH);
+
+ float width = TextureScale.x;
+ float height = TextureScale.y;
+
+ if (width != 0f && height != 0f)
+ {
+ finalUVs.xMin = rect.xMin / width;
+ finalUVs.xMax = rect.xMax / width;
+ finalUVs.yMin = 1f - rect.yMax / height;
+ finalUVs.yMax = 1f - rect.yMin / height;
+ }
+
+ newElement.UV = finalUVs;
+ newElement.Imported = true;
+
+
+
+ atlas.elementsList.Add(newElement);
+ }
+
+ foreach (ProFlareAtlas.Element oldSprite in oldElements)
+ {
+ if (!oldSprite.Imported)
+ {
+ atlas.elementsList.Add(oldSprite);
+ }
+ }
+
+ // Sort imported sprites alphabetically
+
+ atlas.elementsList.Sort(CompareSprites);
+
+ Debug.Log("PROFLARES - Imported " + atlas.elementsList.Count + " Elements");
+
+ // Unload the asset
+ asset = null;
+ Resources.UnloadUnusedAssets();
+ }
+
+ /// <summary>
+ /// Sprite comparison function for sorting.
+ /// </summary>
+
+ static int CompareSprites (ProFlareAtlas.Element a, ProFlareAtlas.Element b) { return a.name.CompareTo(b.name); }
+
+ /// <summary>
+ /// Copy the inner rectangle from one sprite to another.
+ /// </summary>
+ /*
+ static void CopyInnerRect (ProFlareAtlas.Element oldSprite, ProFlareAtlas.Element newElement)
+ {
+ float offsetX = oldSprite.inner.xMin - oldSprite.outer.xMin;
+ float offsetY = oldSprite.inner.yMin - oldSprite.outer.yMin;
+ float sizeX = oldSprite.inner.width;
+ float sizeY = oldSprite.inner.height;
+
+ if (Mathf.Approximately(newElement.outer.width, oldSprite.outer.width))
+ {
+ // The sprite has not been rotated or it's a square
+ newElement.inner = new Rect(newElement.outer.xMin + offsetX, newElement.outer.yMin + offsetY, sizeX, sizeY);
+ }
+ else if (Mathf.Approximately(newElement.outer.width, oldSprite.outer.height))
+ {
+ // The sprite was rotated since the last time it was imported
+ newElement.inner = new Rect(newElement.outer.xMin + offsetY, newElement.outer.yMin + offsetX, sizeY, sizeX);
+ }
+ }
+ */
+ /// <summary>
+ /// Parses the string json into a value
+ /// </summary>
+ /// <param name="json">A JSON string.</param>
+ /// <returns>An ArrayList, a Hashtable, a double, a string, null, true, or false</returns>
+ public static object jsonDecode( string json )
+ {
+ // save the string for debug information
+ FlareJson.lastDecode = json;
+
+ if( json != null )
+ {
+ char[] charArray = json.ToCharArray();
+ int index = 0;
+ bool success = true;
+ object value = FlareJson.parseValue( charArray, ref index, ref success );
+
+ if( success ){
+ Debug.Log("jsonDecode success");
+ FlareJson.lastErrorIndex = -1;
+ }
+ else{
+
+ FlareJson.lastErrorIndex = index;
+ }
+ return value;
+ }
+ else
+ {
+ return null;
+ }
+ }
+
+
+ /// <summary>
+ /// Converts a Hashtable / ArrayList / Dictionary(string,string) object into a JSON string
+ /// </summary>
+ /// <param name="json">A Hashtable / ArrayList</param>
+ /// <returns>A JSON encoded string, or null if object 'json' is not serializable</returns>
+ public static string jsonEncode( object json )
+ {
+ var builder = new StringBuilder( BUILDER_CAPACITY );
+ var success = FlareJson.serializeValue( json, builder );
+
+ return ( success ? builder.ToString() : null );
+ }
+
+
+ /// <summary>
+ /// On decoding, this function returns the position at which the parse failed (-1 = no error).
+ /// </summary>
+ /// <returns></returns>
+ public static bool lastDecodeSuccessful()
+ {
+ return ( FlareJson.lastErrorIndex == -1 );
+ }
+
+
+ /// <summary>
+ /// On decoding, this function returns the position at which the parse failed (-1 = no error).
+ /// </summary>
+ /// <returns></returns>
+ public static int getLastErrorIndex()
+ {
+ return FlareJson.lastErrorIndex;
+ }
+
+
+ /// <summary>
+ /// If a decoding error occurred, this function returns a piece of the JSON string
+ /// at which the error took place. To ease debugging.
+ /// </summary>
+ /// <returns></returns>
+ public static string getLastErrorSnippet()
+ {
+ if( FlareJson.lastErrorIndex == -1 )
+ {
+ return "";
+ }
+ else
+ {
+ int startIndex = FlareJson.lastErrorIndex - 5;
+ int endIndex = FlareJson.lastErrorIndex + 15;
+ if( startIndex < 0 )
+ startIndex = 0;
+
+ if( endIndex >= FlareJson.lastDecode.Length )
+ endIndex = FlareJson.lastDecode.Length - 1;
+
+ return FlareJson.lastDecode.Substring( startIndex, endIndex - startIndex + 1 );
+ }
+ }
+
+
+ #region Parsing
+
+ protected static Hashtable parseObject( char[] json, ref int index )
+ {
+ Hashtable table = new Hashtable();
+ int token;
+
+ // {
+ nextToken( json, ref index );
+
+ bool done = false;
+ while( !done )
+ {
+ token = lookAhead( json, index );
+ if( token == FlareJson.TOKEN_NONE )
+ {
+ return null;
+ }
+ else if( token == FlareJson.TOKEN_COMMA )
+ {
+ nextToken( json, ref index );
+ }
+ else if( token == FlareJson.TOKEN_CURLY_CLOSE )
+ {
+ nextToken( json, ref index );
+ return table;
+ }
+ else
+ {
+ // name
+ string name = parseString( json, ref index );
+ if( name == null )
+ {
+ return null;
+ }
+
+ // :
+ token = nextToken( json, ref index );
+ if( token != FlareJson.TOKEN_COLON )
+ return null;
+
+ // value
+ bool success = true;
+ object value = parseValue( json, ref index, ref success );
+ if( !success )
+ return null;
+
+ table[name] = value;
+ }
+ }
+
+ return table;
+ }
+
+
+ protected static ArrayList parseArray( char[] json, ref int index )
+ {
+ ArrayList array = new ArrayList();
+
+ // [
+ nextToken( json, ref index );
+
+ bool done = false;
+ while( !done )
+ {
+ int token = lookAhead( json, index );
+ if( token == FlareJson.TOKEN_NONE )
+ {
+ return null;
+ }
+ else if( token == FlareJson.TOKEN_COMMA )
+ {
+ nextToken( json, ref index );
+ }
+ else if( token == FlareJson.TOKEN_SQUARED_CLOSE )
+ {
+ nextToken( json, ref index );
+ break;
+ }
+ else
+ {
+ bool success = true;
+ object value = parseValue( json, ref index, ref success );
+ if( !success )
+ return null;
+
+ array.Add( value );
+ }
+ }
+
+ return array;
+ }
+
+
+ protected static object parseValue( char[] json, ref int index, ref bool success )
+ {
+ switch( lookAhead( json, index ) )
+ {
+ case FlareJson.TOKEN_STRING:
+ return parseString( json, ref index );
+ case FlareJson.TOKEN_NUMBER:
+ return parseNumber( json, ref index );
+ case FlareJson.TOKEN_CURLY_OPEN:
+ return parseObject( json, ref index );
+ case FlareJson.TOKEN_SQUARED_OPEN:
+ return parseArray( json, ref index );
+ case FlareJson.TOKEN_TRUE:
+ nextToken( json, ref index );
+ return Boolean.Parse( "TRUE" );
+ case FlareJson.TOKEN_FALSE:
+ nextToken( json, ref index );
+ return Boolean.Parse( "FALSE" );
+ case FlareJson.TOKEN_NULL:
+ nextToken( json, ref index );
+ return null;
+ case FlareJson.TOKEN_NONE:
+ break;
+ }
+
+ success = false;
+ return null;
+ }
+
+
+ protected static string parseString( char[] json, ref int index )
+ {
+ string s = "";
+ char c;
+
+ eatWhitespace( json, ref index );
+
+ // "
+ c = json[index++];
+
+ bool complete = false;
+ while( !complete )
+ {
+ if( index == json.Length )
+ break;
+
+ c = json[index++];
+ if( c == '"' )
+ {
+ complete = true;
+ break;
+ }
+ else if( c == '\\' )
+ {
+ if( index == json.Length )
+ break;
+
+ c = json[index++];
+ if( c == '"' )
+ {
+ s += '"';
+ }
+ else if( c == '\\' )
+ {
+ s += '\\';
+ }
+ else if( c == '/' )
+ {
+ s += '/';
+ }
+ else if( c == 'b' )
+ {
+ s += '\b';
+ }
+ else if( c == 'f' )
+ {
+ s += '\f';
+ }
+ else if( c == 'n' )
+ {
+ s += '\n';
+ }
+ else if( c == 'r' )
+ {
+ s += '\r';
+ }
+ else if( c == 't' )
+ {
+ s += '\t';
+ }
+ else if( c == 'u' )
+ {
+ int remainingLength = json.Length - index;
+ if( remainingLength >= 4 )
+ {
+ char[] unicodeCharArray = new char[4];
+ Array.Copy( json, index, unicodeCharArray, 0, 4 );
+
+ // Drop in the HTML markup for the unicode character
+ s += "&#x" + new string( unicodeCharArray ) + ";";
+
+ /*
+uint codePoint = UInt32.Parse(new string(unicodeCharArray), NumberStyles.HexNumber);
+// convert the integer codepoint to a unicode char and add to string
+s += Char.ConvertFromUtf32((int)codePoint);
+*/
+
+ // skip 4 chars
+ index += 4;
+ }
+ else
+ {
+ break;
+ }
+
+ }
+ }
+ else
+ {
+ s += c;
+ }
+
+ }
+
+ if( !complete )
+ return null;
+
+ return s;
+ }
+
+
+ protected static double parseNumber( char[] json, ref int index )
+ {
+ eatWhitespace( json, ref index );
+
+ int lastIndex = getLastIndexOfNumber( json, index );
+ int charLength = ( lastIndex - index ) + 1;
+ char[] numberCharArray = new char[charLength];
+
+ Array.Copy( json, index, numberCharArray, 0, charLength );
+ index = lastIndex + 1;
+ return Double.Parse( new string( numberCharArray ) ); // , CultureInfo.InvariantCulture);
+ }
+
+
+ protected static int getLastIndexOfNumber( char[] json, int index )
+ {
+ int lastIndex;
+ for( lastIndex = index; lastIndex < json.Length; lastIndex++ )
+ if( "0123456789+-.eE".IndexOf( json[lastIndex] ) == -1 )
+ {
+ break;
+ }
+ return lastIndex - 1;
+ }
+
+
+ protected static void eatWhitespace( char[] json, ref int index )
+ {
+ for( ; index < json.Length; index++ )
+ if( " \t\n\r".IndexOf( json[index] ) == -1 )
+ {
+ break;
+ }
+ }
+
+
+ protected static int lookAhead( char[] json, int index )
+ {
+ int saveIndex = index;
+ return nextToken( json, ref saveIndex );
+ }
+
+
+ protected static int nextToken( char[] json, ref int index )
+ {
+ eatWhitespace( json, ref index );
+
+ if( index == json.Length )
+ {
+ return FlareJson.TOKEN_NONE;
+ }
+
+ char c = json[index];
+ index++;
+ switch( c )
+ {
+ case '{':
+ return FlareJson.TOKEN_CURLY_OPEN;
+ case '}':
+ return FlareJson.TOKEN_CURLY_CLOSE;
+ case '[':
+ return FlareJson.TOKEN_SQUARED_OPEN;
+ case ']':
+ return FlareJson.TOKEN_SQUARED_CLOSE;
+ case ',':
+ return FlareJson.TOKEN_COMMA;
+ case '"':
+ return FlareJson.TOKEN_STRING;
+ case '0':
+ case '1':
+ case '2':
+ case '3':
+ case '4':
+ case '5':
+ case '6':
+ case '7':
+ case '8':
+ case '9':
+ case '-':
+ return FlareJson.TOKEN_NUMBER;
+ case ':':
+ return FlareJson.TOKEN_COLON;
+ }
+ index--;
+
+ int remainingLength = json.Length - index;
+
+ // false
+ if( remainingLength >= 5 )
+ {
+ if( json[index] == 'f' &&
+ json[index + 1] == 'a' &&
+ json[index + 2] == 'l' &&
+ json[index + 3] == 's' &&
+ json[index + 4] == 'e' )
+ {
+ index += 5;
+ return FlareJson.TOKEN_FALSE;
+ }
+ }
+
+ // true
+ if( remainingLength >= 4 )
+ {
+ if( json[index] == 't' &&
+ json[index + 1] == 'r' &&
+ json[index + 2] == 'u' &&
+ json[index + 3] == 'e' )
+ {
+ index += 4;
+ return FlareJson.TOKEN_TRUE;
+ }
+ }
+
+ // null
+ if( remainingLength >= 4 )
+ {
+ if( json[index] == 'n' &&
+ json[index + 1] == 'u' &&
+ json[index + 2] == 'l' &&
+ json[index + 3] == 'l' )
+ {
+ index += 4;
+ return FlareJson.TOKEN_NULL;
+ }
+ }
+
+ return FlareJson.TOKEN_NONE;
+ }
+
+ #endregion
+
+
+ #region Serialization
+
+ protected static bool serializeObjectOrArray( object objectOrArray, StringBuilder builder )
+ {
+ if( objectOrArray is Hashtable )
+ {
+ return serializeObject( (Hashtable)objectOrArray, builder );
+ }
+ else if( objectOrArray is ArrayList )
+ {
+ return serializeArray( (ArrayList)objectOrArray, builder );
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+
+ protected static bool serializeObject( Hashtable anObject, StringBuilder builder )
+ {
+ builder.Append( "{" );
+
+ IDictionaryEnumerator e = anObject.GetEnumerator();
+ bool first = true;
+ while( e.MoveNext() )
+ {
+ string key = e.Key.ToString();
+ object value = e.Value;
+
+ if( !first )
+ {
+ builder.Append( ", " );
+ }
+
+ serializeString( key, builder );
+ builder.Append( ":" );
+ if( !serializeValue( value, builder ) )
+ {
+ return false;
+ }
+
+ first = false;
+ }
+
+ builder.Append( "}" );
+ return true;
+ }
+
+
+ protected static bool serializeDictionary( Dictionary<string,string> dict, StringBuilder builder )
+ {
+ builder.Append( "{" );
+
+ bool first = true;
+ foreach( var kv in dict )
+ {
+ if( !first )
+ builder.Append( ", " );
+
+ serializeString( kv.Key, builder );
+ builder.Append( ":" );
+ serializeString( kv.Value, builder );
+
+ first = false;
+ }
+
+ builder.Append( "}" );
+ return true;
+ }
+
+
+ protected static bool serializeArray( ArrayList anArray, StringBuilder builder )
+ {
+ builder.Append( "[" );
+
+ bool first = true;
+ for( int i = 0; i < anArray.Count; i++ )
+ {
+ object value = anArray[i];
+
+ if( !first )
+ {
+ builder.Append( ", " );
+ }
+
+ if( !serializeValue( value, builder ) )
+ {
+ return false;
+ }
+
+ first = false;
+ }
+
+ builder.Append( "]" );
+ return true;
+ }
+
+
+ protected static bool serializeValue( object value, StringBuilder builder )
+ {
+ // Type t = value.GetType();
+ // Debug.Log("type: " + t.ToString() + " isArray: " + t.IsArray);
+
+ if( value == null )
+ {
+ builder.Append( "null" );
+ }
+ else if( value.GetType().IsArray )
+ {
+ serializeArray( new ArrayList( (ICollection)value ), builder );
+ }
+ else if( value is string )
+ {
+ serializeString( (string)value, builder );
+ }
+ else if( value is Char )
+ {
+ serializeString( Convert.ToString( (char)value ), builder );
+ }
+ else if( value is Hashtable )
+ {
+ serializeObject( (Hashtable)value, builder );
+ }
+ else if( value is Dictionary<string,string> )
+ {
+ serializeDictionary( (Dictionary<string,string>)value, builder );
+ }
+ else if( value is ArrayList )
+ {
+ serializeArray( (ArrayList)value, builder );
+ }
+ else if( ( value is Boolean ) && ( (Boolean)value == true ) )
+ {
+ builder.Append( "true" );
+ }
+ else if( ( value is Boolean ) && ( (Boolean)value == false ) )
+ {
+ builder.Append( "false" );
+ }
+ else if( value.GetType().IsPrimitive )
+ {
+ serializeNumber( Convert.ToDouble( value ), builder );
+ }
+ else
+ {
+ return false;
+ }
+
+ return true;
+ }
+
+
+ protected static void serializeString( string aString, StringBuilder builder )
+ {
+ builder.Append( "\"" );
+
+ char[] charArray = aString.ToCharArray();
+ for( int i = 0; i < charArray.Length; i++ )
+ {
+ char c = charArray[i];
+ if( c == '"' )
+ {
+ builder.Append( "\\\"" );
+ }
+ else if( c == '\\' )
+ {
+ builder.Append( "\\\\" );
+ }
+ else if( c == '\b' )
+ {
+ builder.Append( "\\b" );
+ }
+ else if( c == '\f' )
+ {
+ builder.Append( "\\f" );
+ }
+ else if( c == '\n' )
+ {
+ builder.Append( "\\n" );
+ }
+ else if( c == '\r' )
+ {
+ builder.Append( "\\r" );
+ }
+ else if( c == '\t' )
+ {
+ builder.Append( "\\t" );
+ }
+ else
+ {
+ int codepoint = Convert.ToInt32( c );
+ if( ( codepoint >= 32 ) && ( codepoint <= 126 ) )
+ {
+ builder.Append( c );
+ }
+ else
+ {
+ builder.Append( "\\u" + Convert.ToString( codepoint, 16 ).PadLeft( 4, '0' ) );
+ }
+ }
+ }
+
+ builder.Append( "\"" );
+ }
+
+
+ protected static void serializeNumber( double number, StringBuilder builder )
+ {
+ builder.Append( Convert.ToString( number ) ); // , CultureInfo.InvariantCulture));
+ }
+
+ #endregion
+
+}
diff --git a/Assets/ProFlares/Editor/FlareJson.cs.meta b/Assets/ProFlares/Editor/FlareJson.cs.meta
new file mode 100644
index 0000000..4dc6aab
--- /dev/null
+++ b/Assets/ProFlares/Editor/FlareJson.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2a4a1342fbdb2a34a8ff038e0c2296c2
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Editor/ProFlareAtlasInspector.cs b/Assets/ProFlares/Editor/ProFlareAtlasInspector.cs
new file mode 100644
index 0000000..1daf894
--- /dev/null
+++ b/Assets/ProFlares/Editor/ProFlareAtlasInspector.cs
@@ -0,0 +1,236 @@
+
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+/// <summary>
+/// ProFlareAtlasInspector.cs
+/// Custom inspector for the ProFlareAtlas
+/// </summary>
+
+using UnityEngine;
+using UnityEditor;
+using System.Collections;
+
+
+[CustomEditor(typeof(ProFlareAtlas))]
+public class ProFlareAtlasInspector : Editor {
+
+ ProFlareAtlas _ProFlareAtlas;
+
+ public string renameString;
+
+ bool listeningForGuiChanges;
+
+ bool guiChanged = false;
+
+ private void CheckUndo()
+ {
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0
+ Event e = Event.current;
+
+ if ( e.type == EventType.MouseDown && e.button == 0 || e.type == EventType.KeyUp && ( e.keyCode == KeyCode.Tab ) ) {
+ //Debug.Log("record1");
+ Undo.RecordObject(_ProFlareAtlas,"ProFlareAtlas Undo");
+
+ listeningForGuiChanges = true;
+ guiChanged = false;
+ }
+
+ if ( listeningForGuiChanges && guiChanged ) {
+ //Debug.Log("record2");
+
+ Undo.RecordObject(_ProFlareAtlas,"ProFlareAtlas Undo");
+ listeningForGuiChanges = false;
+
+ }
+#else
+ Event e = Event.current;
+
+ if ( e.type == EventType.MouseDown && e.button == 0 || e.type == EventType.KeyUp && ( e.keyCode == KeyCode.Tab ) ) {
+ Undo.SetSnapshotTarget( _ProFlareAtlas, "ProFlareAtlas Undo" );
+ Undo.CreateSnapshot();
+ Undo.ClearSnapshotTarget();
+ listeningForGuiChanges = true;
+ guiChanged = false;
+ }
+
+ if ( listeningForGuiChanges && guiChanged ) {
+ Undo.SetSnapshotTarget( _ProFlareAtlas, "ProFlareAtlas Undo" );
+ Undo.RegisterSnapshot();
+ Undo.ClearSnapshotTarget();
+ listeningForGuiChanges = false;
+ }
+#endif
+ }
+
+ public override void OnInspectorGUI () {
+ _ProFlareAtlas = target as ProFlareAtlas;
+ CheckUndo();
+ // base.OnInspectorGUI();
+ FlareEditorHelper.DrawGuiDivider();
+ GUIStyle title = FlareEditorHelper.TitleStyle();
+ GUIStyle thinButton = FlareEditorHelper.ThinButtonStyle();
+ GUIStyle enumDropDown = FlareEditorHelper.EnumStyleButton();
+ GUIStyle redButton = FlareEditorHelper.ThinButtonRedStyle();
+
+
+ EditorGUILayout.LabelField("ProFlare Atlas Editor",title);
+ GUILayout.Space(10f);
+
+ _ProFlareAtlas.texture = EditorGUILayout.ObjectField("Flare Atlas Texture", _ProFlareAtlas.texture, typeof(Texture2D), false) as Texture2D;
+
+ if(_ProFlareAtlas.texture == null){
+ EditorGUILayout.HelpBox("Assign a texture to the atlas.", MessageType.Warning,true);
+ return;
+ }
+ TextAsset ta = EditorGUILayout.ObjectField("Atlas JSON Import", null, typeof(TextAsset), false) as TextAsset;
+
+ if (ta != null)
+ {
+ FlareJson.LoadSpriteData(_ProFlareAtlas, ta);
+ Updated = true;
+ }
+
+ FlareEditorHelper.DrawGuiDivider();
+ EditorGUILayout.LabelField("Atlas Elements",title);
+ GUILayout.Space(6f);
+
+ EditorGUILayout.BeginHorizontal();
+
+
+ if(_ProFlareAtlas.elementsList.Count < 1)
+
+ EditorGUILayout.HelpBox("No Elements in flare atlas", MessageType.Warning,true);
+ else{
+
+ _ProFlareAtlas.elementNameList = new string[_ProFlareAtlas.elementsList.Count];
+
+ for(int i = 0; i < _ProFlareAtlas.elementNameList.Length; i++)
+ _ProFlareAtlas.elementNameList[i] = _ProFlareAtlas.elementsList[i].name;
+
+
+ int _ProFlareAtlasElementNumber = EditorGUILayout.Popup(_ProFlareAtlas.elementNumber, _ProFlareAtlas.elementNameList,enumDropDown);
+
+ if(_ProFlareAtlasElementNumber != _ProFlareAtlas.elementNumber){
+ _ProFlareAtlas.elementNumber = _ProFlareAtlasElementNumber;
+ renameString = _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].name;
+ }
+
+ if(GUILayout.Button("EDIT",thinButton)){Updated = true;
+ if(_ProFlareAtlas.editElements)
+ _ProFlareAtlas.editElements = false;
+ else
+ _ProFlareAtlas.editElements = true;
+ }
+ }
+
+ if(GUILayout.Button("ADD NEW",thinButton)){
+
+ _ProFlareAtlas.editElements = true;
+
+ ProFlareAtlas.Element element = new ProFlareAtlas.Element();
+
+ element.name = "New Element " + _ProFlareAtlas.elementsList.Count;
+
+ renameString = element.name;
+ element.Imported = false;
+
+ _ProFlareAtlas.elementsList.Add(element);
+
+ _ProFlareAtlas.elementNumber = _ProFlareAtlas.elementsList.Count-1;
+
+
+ Updated = true;
+ }
+
+ EditorGUILayout.EndHorizontal();
+
+ if(_ProFlareAtlas.elementsList.Count < 1)
+ return;
+
+ EditorGUILayout.BeginVertical("box");
+ GUILayout.Space(20f);
+
+ Rect lastRect = GUILayoutUtility.GetLastRect();
+
+ Rect outerRect2 = new Rect(lastRect.center.x,0+lastRect.yMin,200,200);
+
+ if(_ProFlareAtlas.elementsList.Count > 0){
+ GUI.DrawTextureWithTexCoords(outerRect2, _ProFlareAtlas.texture, _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].UV, false);
+ GUILayout.Space(200f);
+ }
+ GUI.enabled = _ProFlareAtlas.editElements;
+
+
+
+ if(_ProFlareAtlas.editElements){
+ int extra = 0;
+#if UNITY_4_3
+ extra = 10;
+#endif
+ Rect outerRect3 = new Rect(107+extra,lastRect.yMin,0.5f,200);
+
+ Rect rect = new Rect(0,0,1,1);
+
+ GUI.DrawTextureWithTexCoords(outerRect3, EditorGUIUtility.whiteTexture, rect, false);
+
+ Rect outerRect4 = new Rect(7+extra,100+lastRect.yMin,200,0.5f);
+
+ GUI.DrawTextureWithTexCoords(outerRect4, EditorGUIUtility.whiteTexture, rect, true);
+ }
+
+ GUILayout.BeginHorizontal();
+
+ if(!_ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].Imported){
+ renameString = EditorGUILayout.TextField("Name",renameString);
+ if(GUILayout.Button("RENAME")){
+ Updated = true;
+ _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].name = renameString;
+ }
+ }else
+ EditorGUILayout.LabelField("Name - "+renameString);
+
+ GUILayout.EndHorizontal();
+
+ EditorGUILayout.Toggle("Imported :", _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].Imported);
+
+ float width = EditorGUILayout.Slider("Width", _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].UV.width,0f,1f);
+ float height = EditorGUILayout.Slider("Height", _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].UV.height,0f,1f);
+
+ float CenterX = EditorGUILayout.Slider("Center X", _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].UV.center.x,0f,1f);
+ float CenterY = EditorGUILayout.Slider("Center Y", _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].UV.center.y,0f,1f);
+
+ float xMin = _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].UV.xMin;
+ float yMin = _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].UV.yMin;
+
+ Rect newRect = new Rect(xMin,yMin,width,height);
+
+ newRect.center = new Vector2(CenterX,CenterY);
+
+ GUILayout.Space(40f);
+
+ _ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber].UV = newRect;
+
+ if(GUILayout.Button("DELETE ELEMENT",redButton)){
+ Updated = true;
+ _ProFlareAtlas.elementsList.Remove(_ProFlareAtlas.elementsList[_ProFlareAtlas.elementNumber]);
+ _ProFlareAtlas.elementNumber = 0;
+ }
+
+ EditorGUILayout.EndVertical();
+
+ GUI.enabled = true;
+
+
+ if (GUI.changed || Updated)
+ {
+ Updated = false;
+ guiChanged = true;
+ EditorUtility.SetDirty (target);
+ }
+
+ FlareEditorHelper.DrawGuiDivider();
+ }
+ bool Updated = false;
+}
+
diff --git a/Assets/ProFlares/Editor/ProFlareAtlasInspector.cs.meta b/Assets/ProFlares/Editor/ProFlareAtlasInspector.cs.meta
new file mode 100644
index 0000000..042a8fe
--- /dev/null
+++ b/Assets/ProFlares/Editor/ProFlareAtlasInspector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 064d3469f306440458124e4ebd9e4038
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Editor/ProFlareBatchInspector.cs b/Assets/ProFlares/Editor/ProFlareBatchInspector.cs
new file mode 100644
index 0000000..30c9b9c
--- /dev/null
+++ b/Assets/ProFlares/Editor/ProFlareBatchInspector.cs
@@ -0,0 +1,300 @@
+
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+/// <summary>
+/// ProFlareBatchInspector.cs
+/// Custom inspector for the ProFlareBatch
+/// </summary>
+
+using UnityEngine;
+using UnityEditor;
+using System.Collections;
+
+[CustomEditor(typeof(ProFlareBatch))]
+public class ProFlareBatchInspector : Editor {
+
+ ProFlareBatch _ProFlareBatch;
+ // Use this for initialization
+ bool Updated;
+ string occluded = "Occluded";
+ public override void OnInspectorGUI () {
+
+ GUIStyle title = FlareEditorHelper.TitleStyle();
+
+ FlareEditorHelper.DrawGuiDivider();
+
+ EditorGUILayout.LabelField("Pro Flare Batch :",title);
+
+ GUILayout.Space(10f);
+
+ _ProFlareBatch = target as ProFlareBatch;
+ //base.DrawDefaultInspector();
+ _ProFlareBatch.debugMessages = EditorGUILayout.Toggle("Debug Messages",_ProFlareBatch.debugMessages);
+
+ EditorGUILayout.BeginHorizontal();
+
+ EditorGUILayout.LabelField("Mode",GUILayout.MaxWidth(100));
+
+ ProFlareBatch.Mode _mode = (ProFlareBatch.Mode)EditorGUILayout.EnumPopup(_ProFlareBatch.mode);
+
+ if(_mode != _ProFlareBatch.mode){
+
+ _ProFlareBatch.mode = _mode;
+
+ switch(_mode){
+ case(ProFlareBatch.Mode.Standard):{
+ _ProFlareBatch.SingleCamera_Mode = false;
+ _ProFlareBatch.VR_Mode = false;
+ }break;
+ case(ProFlareBatch.Mode.SingleCamera):{
+ _ProFlareBatch.SingleCamera_Mode = true;
+ _ProFlareBatch.VR_Mode = false;
+ }break;
+ case(ProFlareBatch.Mode.VR):{
+ _ProFlareBatch.SingleCamera_Mode = false;
+ _ProFlareBatch.VR_Mode = true;
+ }break;
+ }
+
+ Updated = true;
+
+ }
+
+
+ EditorGUILayout.EndHorizontal();
+
+ ProFlareAtlas _atlas = EditorGUILayout.ObjectField("Flare Atlas", _ProFlareBatch._atlas, typeof(ProFlareAtlas), false) as ProFlareAtlas;
+
+ if(!_ProFlareBatch._atlas){
+ EditorGUILayout.HelpBox("Assign a Flare Atlas.", MessageType.Error,false);
+ }
+
+
+ Camera _camera = EditorGUILayout.ObjectField("Game Camera", _ProFlareBatch.GameCamera, typeof(Camera), true) as Camera;
+
+ if(_camera != _ProFlareBatch.GameCamera){
+
+ Updated = true;
+
+ _ProFlareBatch.GameCamera = _camera;
+
+ if(_ProFlareBatch.GameCamera)
+ _ProFlareBatch.GameCameraTrans = _camera.transform;
+ }
+
+ if(_ProFlareBatch.GameCamera == null)
+ EditorGUILayout.HelpBox("Assign Game Camera.", MessageType.Warning,false);
+
+ _ProFlareBatch.FlareCamera = EditorGUILayout.ObjectField("Flare Camera", _ProFlareBatch.FlareCamera, typeof(Camera), true) as Camera;
+
+ Texture2D temp2D = null;
+
+ if (_atlas != _ProFlareBatch._atlas)
+ {
+ if(_atlas == null)
+ _ProFlareBatch._atlas = null;
+ else
+ if(_atlas.texture != null){
+ if(_ProFlareBatch.VR_Mode)
+ _ProFlareBatch.name = "ProFlareBatch_VR ("+_atlas.gameObject.name+")";
+ else
+ _ProFlareBatch.name = "ProFlareBatch ("+_atlas.gameObject.name+")";
+
+ _ProFlareBatch._atlas = _atlas;
+
+ _ProFlareBatch.ForceRefresh();
+
+ Updated = true;
+
+ _ProFlareBatch.mat.mainTexture = _ProFlareBatch._atlas.texture;
+
+ _ProFlareBatch.dirty = true;
+
+ ProFlare[] flares = GameObject.FindObjectsOfType(typeof(ProFlare)) as ProFlare[];
+
+ foreach(ProFlare flare in flares){
+ flare.ReInitialise();
+ }
+
+ }else{
+ Debug.LogError("ProFlares - Atlas missing texture, Atlas not assigned.");
+ }
+ }
+
+ if(_ProFlareBatch.mode == ProFlareBatch.Mode.VR){
+ EditorGUILayout.BeginHorizontal();
+
+ EditorGUILayout.LabelField("VR Flare Depth");
+
+ _ProFlareBatch.VR_Depth = EditorGUILayout.Slider(_ProFlareBatch.VR_Depth,0f,1f);
+
+ EditorGUILayout.EndHorizontal();
+ }
+
+ if (_ProFlareBatch._atlas)
+ {
+ if(_ProFlareBatch.mat)
+ if(Application.isPlaying || (_ProFlareBatch.mat.mainTexture == null))
+ if(_atlas.texture != null)
+ _ProFlareBatch.mat.mainTexture = _atlas.texture;
+
+
+ FlareEditorHelper.DrawGuiDivider();
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField("Connected Flares :",title);
+ if(GUILayout.Button("Force Refresh",GUILayout.MaxWidth(120))){
+
+ _ProFlareBatch.ForceRefresh();
+
+ ProFlare[] flares = GameObject.FindObjectsOfType(typeof(ProFlare)) as ProFlare[];
+
+ foreach(ProFlare flare in flares){
+ flare.ReInitialise();
+ }
+
+ Updated = true;
+ }
+ EditorGUILayout.EndHorizontal();
+ GUILayout.Space(9f);
+// if(_ProFlareBatch.Flares.Count != ProFlareBatch.FlaresList.Count){
+
+
+// }
+
+ if(_ProFlareBatch.FlaresList.Count < 1)
+ EditorGUILayout.LabelField("No Connected flares");
+ else{
+ EditorGUILayout.LabelField(_ProFlareBatch.FlaresList.Count.ToString()+" Flares Connected");
+
+ if(_ProFlareBatch.FlaresList.Count < 10)
+ _ProFlareBatch.showAllConnectedFlares = EditorGUILayout.Toggle("Show All Connected Flares",_ProFlareBatch.showAllConnectedFlares);
+ for(int i = 0; i < _ProFlareBatch.FlaresList.Count; i++){
+
+ if(_ProFlareBatch.FlaresList[i].flare == null)
+ continue;
+
+ EditorGUILayout.BeginHorizontal();
+
+ if(_ProFlareBatch.FlaresList[i].occlusion == null)
+ continue;
+
+ if(!_ProFlareBatch.FlaresList[i].occlusion.occluded)
+
+ EditorGUILayout.LabelField((i+1).ToString()+" - "+_ProFlareBatch.FlaresList[i].flare.gameObject.name+" - "+_ProFlareBatch.FlaresList[i].occlusion._CullingState.ToString());
+ else
+ EditorGUILayout.LabelField((i+1).ToString()+" - "+_ProFlareBatch.FlaresList[i].flare.gameObject.name+" - "+_ProFlareBatch.FlaresList[i].occlusion._CullingState.ToString()+" - "+occluded);
+
+ if(GUILayout.Button("Select",GUILayout.Width(60)))
+ {
+ Selection.activeGameObject = _ProFlareBatch.FlaresList[i].flare.gameObject;
+ }
+
+
+ EditorGUILayout.EndHorizontal();
+ if(i > 10){
+
+ if(!_ProFlareBatch.showAllConnectedFlares)
+ break;
+ }
+ }
+ }
+
+ FlareEditorHelper.DrawGuiDivider();
+ EditorGUILayout.LabelField("Settings :",title);
+ GUILayout.Space(9f);
+ _ProFlareBatch.zPos = EditorGUILayout.FloatField("Z Position",_ProFlareBatch.zPos);
+ FlareEditorHelper.DrawGuiDivider();
+ EditorGUILayout.LabelField("Optimizations :",title);
+
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField("Use Flare Culling");
+ _ProFlareBatch.useCulling = EditorGUILayout.Toggle(_ProFlareBatch.useCulling);
+ GUI.enabled = _ProFlareBatch.useCulling;
+ EditorGUILayout.EndHorizontal();
+
+
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField("Cull Flares After Seconds ");
+ _ProFlareBatch.cullFlaresAfterTime = EditorGUILayout.IntField(_ProFlareBatch.cullFlaresAfterTime);
+ EditorGUILayout.EndHorizontal();
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField("Cull Flares when can cull # Flares ");
+ _ProFlareBatch.cullFlaresAfterCount = EditorGUILayout.IntField(_ProFlareBatch.cullFlaresAfterCount);
+ EditorGUILayout.EndHorizontal();
+
+ GUI.enabled = true;
+ GUILayout.Space(8f);
+ EditorGUILayout.BeginVertical("box");
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField("Use Brightness Culling");
+ _ProFlareBatch.useBrightnessThreshold = EditorGUILayout.Toggle(_ProFlareBatch.useBrightnessThreshold);
+ EditorGUILayout.EndHorizontal();
+ GUI.enabled = _ProFlareBatch.useBrightnessThreshold;
+ _ProFlareBatch.BrightnessThreshold = Mathf.Clamp(EditorGUILayout.IntField(" Minimum Brightness",_ProFlareBatch.BrightnessThreshold),0,255);
+ GUI.enabled = true;
+
+ EditorGUILayout.EndVertical();
+
+
+ if(Application.isPlaying)
+ GUI.enabled = false;
+ else
+ GUI.enabled = true;
+
+ FlareEditorHelper.DrawGuiDivider();
+
+ EditorGUILayout.LabelField("Debug :",title);
+ GUILayout.Space(8f);
+
+ EditorGUILayout.BeginVertical("box");
+ EditorGUILayout.LabelField("Flare Count : " + _ProFlareBatch.FlaresList.Count);
+ EditorGUILayout.LabelField("Flare Elements : " + _ProFlareBatch.FlareElements.Count);
+ //if(_ProFlareBatch.meshFilter){
+ // EditorGUILayout.LabelField("Triangle Count : " + (_ProFlareBatch.meshFilter.sharedMesh.triangles.Length/3).ToString());
+ // EditorGUILayout.LabelField("Vertex Count : " + _ProFlareBatch.meshFilter.sharedMesh.vertexCount.ToString());
+ //}
+ EditorGUILayout.BeginHorizontal();
+
+ EditorGUILayout.LabelField("Show Overdraw",GUILayout.MaxWidth(160));
+ //_ProFlareBatch.useBrightnessThreshold = EditorGUILayout.Toggle(_ProFlareBatch.useBrightnessThreshold);
+ bool overdraw = EditorGUILayout.Toggle(_ProFlareBatch.overdrawDebug);
+ EditorGUILayout.EndHorizontal();
+ EditorGUILayout.EndVertical();
+
+
+
+ if(overdraw != _ProFlareBatch.overdrawDebug){
+
+ _ProFlareBatch.overdrawDebug = overdraw;
+
+ if(overdraw){
+
+ temp2D = new Texture2D(1, 16);
+ temp2D.name = "[Generated] Debug";
+ temp2D.hideFlags = HideFlags.DontSave;
+
+ for (int i = 0; i < 16; ++i)
+ temp2D.SetPixel(0, i, Color.white);
+
+ _ProFlareBatch.mat.mainTexture = temp2D;
+
+ }else{
+ if(_atlas.texture != null)
+ _ProFlareBatch.mat.mainTexture = _atlas.texture;
+
+ if(temp2D != null)
+ Destroy(temp2D);
+ }
+
+ }
+ FlareEditorHelper.DrawGuiDivider();
+
+ if (GUI.changed||Updated)
+ {
+ Updated = false;
+ EditorUtility.SetDirty (target);
+ }
+ }
+ }
+}
diff --git a/Assets/ProFlares/Editor/ProFlareBatchInspector.cs.meta b/Assets/ProFlares/Editor/ProFlareBatchInspector.cs.meta
new file mode 100644
index 0000000..9cbaec4
--- /dev/null
+++ b/Assets/ProFlares/Editor/ProFlareBatchInspector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5f2ace44baae7294c8398d6a360622a9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Editor/ProFlareExporter.cs b/Assets/ProFlares/Editor/ProFlareExporter.cs
new file mode 100644
index 0000000..9a17eba
--- /dev/null
+++ b/Assets/ProFlares/Editor/ProFlareExporter.cs
@@ -0,0 +1,305 @@
+using System;
+using System.Collections;
+using System.Text;
+using System.Collections.Generic;
+using UnityEngine;
+using System.IO;
+using UnityEditor;
+
+public class ProFlareExporter {
+
+
+ public static string animCurveExport(AnimationCurve curve){
+ string curveString = "{";
+
+ int keyCount = 0;
+
+ foreach(Keyframe key in curve.keys){
+
+ curveString = curveString+"\"key"+keyCount+"\": {\"time\":"+key.time+",\"value\":"+key.value+",\"in\":"+key.inTangent+",\"out\":"+key.outTangent+",\"tangentMode\":"+key.tangentMode+"}";
+
+ keyCount++;
+ if(keyCount != curve.keys.Length)
+ curveString = curveString+",";
+
+ }
+ curveString = curveString+"}";
+
+ return curveString;
+ }
+
+ // Use this for initialization
+ public static void ExportFlare (ProFlare flare) {
+ Debug.Log ("Export Flare");
+
+ string fileName = "Assets/ProFlares/ExportedFlares/"+flare.gameObject.name+".txt";
+
+ if (File.Exists(fileName))
+ {
+ Debug.Log(fileName+" already exists.");
+ //return;
+ }
+ var sr = File.CreateText(fileName);
+ sr.WriteLine ("{");
+
+ sr.WriteLine ("\"meta\": {");
+ //sr.WriteLine (" \"frame\": {\"x\":768,\"y\":512,\"w\":256,\"h\":256},");
+
+ sr.WriteLine (" \"GlobalScale\": {0},",flare.GlobalScale);
+
+ sr.WriteLine (" \"MultiplyScaleByTransformScale\": {0},",boolToString(flare.MultiplyScaleByTransformScale));
+
+ sr.WriteLine (" \"GlobalBrightness\": {0},",flare.GlobalBrightness);
+
+ sr.WriteLine (" \"GlobalTintColor\": {\"r\":"+flare.GlobalTintColor.r+",\"g\":"+flare.GlobalTintColor.g+",\"b\":"+flare.GlobalTintColor.b+",\"a\":"+flare.GlobalTintColor.a+"},");
+
+ sr.WriteLine (" \"useMaxDistance\": {0},",boolToString(flare.useMaxDistance));
+
+ sr.WriteLine (" \"useDistanceScale\": {0},",boolToString(flare.useDistanceScale));
+
+ sr.WriteLine (" \"useDistanceFade\": {0},",boolToString(flare.useDistanceFade));
+
+ sr.WriteLine (" \"GlobalMaxDistance\": {0},",flare.GlobalMaxDistance);
+
+// //Angle Culling Properties
+ sr.WriteLine (" \"UseAngleLimit\": {0},",boolToString(flare.UseAngleLimit));
+
+ sr.WriteLine (" \"maxAngle\": {0},",flare.maxAngle);
+
+ sr.WriteLine (" \"UseAngleScale\": {0},",boolToString(flare.UseAngleScale));
+
+ sr.WriteLine (" \"UseAngleBrightness\": {0},",boolToString(flare.UseAngleBrightness));
+
+ sr.WriteLine (" \"UseAngleCurve\": {0},",boolToString(flare.UseAngleCurve));
+
+ sr.WriteLine (" \"AngleCurve\": {0},",ProFlareExporter.animCurveExport(flare.AngleCurve));
+
+// //Occlusion Properties
+// public LayerMask mask = 1;
+
+///////////////////////////// sr.WriteLine (" \"mask\": {0},",(int)flare.mask);
+
+ // public bool RaycastPhysics;
+ sr.WriteLine (" \"RaycastPhysics\": {0},",boolToString(flare.RaycastPhysics));
+
+ sr.WriteLine (" \"OffScreenFadeDist\": {0},",flare.OffScreenFadeDist);
+
+//
+// //Dynamic Edge Properties
+
+ sr.WriteLine (" \"useDynamicEdgeBoost\": {0},",boolToString(flare.useDynamicEdgeBoost));
+
+ sr.WriteLine (" \"DynamicEdgeBoost\": {0},",flare.DynamicEdgeBoost);
+
+ sr.WriteLine (" \"DynamicEdgeBrightness\": {0},",flare.DynamicEdgeBrightness);
+
+ sr.WriteLine (" \"DynamicEdgeRange\": {0},",flare.DynamicEdgeRange);
+
+ sr.WriteLine (" \"DynamicEdgeBias\": {0},",flare.DynamicEdgeBias);
+
+ sr.WriteLine (" \"DynamicEdgeCurve\": {0},",ProFlareExporter.animCurveExport(flare.DynamicEdgeCurve));
+
+// //Dynamic Center Properties
+ sr.WriteLine (" \"useDynamicCenterBoost\": {0},",boolToString(flare.useDynamicCenterBoost));
+
+ sr.WriteLine (" \"DynamicCenterBoost\": {0},",flare.DynamicCenterBoost);
+
+ sr.WriteLine (" \"DynamicCenterBrightness\": {0},",flare.DynamicCenterBrightness);
+
+ sr.WriteLine (" \"DynamicCenterRange\": {0},",flare.DynamicCenterRange);
+
+ sr.WriteLine (" \"DynamicCenterBias\": {0},",flare.DynamicCenterBias);
+
+// public bool neverCull;
+ sr.WriteLine (" \"neverCull\": {0},",boolToString(flare.neverCull));
+
+ sr.WriteLine (" \"Elements\": {");
+ int count = 0;
+
+ foreach (ProFlareElement element in flare.Elements) {
+ sr.WriteLine (" \"Element"+count+"\": {");
+
+ sr.WriteLine (" \"Editing\": {0},",boolToString(element.Editing));
+
+ sr.WriteLine (" \"Visible\": {0},",boolToString(element.Visible));
+
+// //Element's texture index inside the texture atlas.
+// public int elementTextureID;
+ sr.WriteLine (" \"elementTextureID\": {0},",element.elementTextureID);
+
+//
+// //Elements Sprite name from the texture atlas, this isn't checked at runtime. Its only used to help stop flares breaking when the atlas changes.
+// public string SpriteName;
+
+ sr.WriteLine (" \"Brightness\": {0},",element.Brightness);
+
+ sr.WriteLine (" \"Scale\": {0},",element.Scale);
+
+ sr.WriteLine (" \"ScaleRandom\": {0},",element.ScaleRandom);
+
+ sr.WriteLine (" \"ScaleFinal\": {0},",element.ScaleFinal);
+
+ sr.WriteLine (" \"RandomColorAmount\": {\"r\":"+element.RandomColorAmount.x+",\"g\":"+element.RandomColorAmount.y+",\"b\":"+element.RandomColorAmount.z+",\"a\":"+element.RandomColorAmount.w+"},");
+
+// //Element OffSet Properties
+ sr.WriteLine (" \"position\": {0},",element.position);
+
+ sr.WriteLine (" \"useRangeOffset\": {0},",boolToString(element.useRangeOffset));
+
+ sr.WriteLine (" \"SubElementPositionRange_Min\": {0},",element.SubElementPositionRange_Min);
+
+ sr.WriteLine (" \"SubElementPositionRange_Max\": {0},",element.SubElementPositionRange_Max);
+
+ sr.WriteLine (" \"SubElementAngleRange_Min\": {0},",element.SubElementAngleRange_Min);
+
+ sr.WriteLine (" \"SubElementAngleRange_Max\": {0},",element.SubElementAngleRange_Max);
+
+ sr.WriteLine (" \"OffsetPosition\": {\"r\":"+element.OffsetPosition.x+",\"g\":"+element.OffsetPosition.y+",\"b\":"+element.OffsetPosition.z+"},");
+
+ sr.WriteLine (" \"Anamorphic\": {\"r\":"+element.Anamorphic.x+",\"g\":"+element.Anamorphic.y+",\"b\":"+element.Anamorphic.z+"},");
+
+ sr.WriteLine (" \"OffsetPostion\": {\"r\":"+element.OffsetPostion.x+",\"g\":"+element.OffsetPostion.y+",\"b\":"+element.OffsetPostion.z+"},");
+
+// //Element Rotation Properties
+ sr.WriteLine (" \"angle\": {0},",element.angle);
+
+ sr.WriteLine (" \"useRandomAngle\": {0},",boolToString(element.useRandomAngle));
+
+ sr.WriteLine (" \"useStarRotation\": {0},",boolToString(element.useStarRotation));
+
+ sr.WriteLine (" \"AngleRandom_Min\": {0},",element.AngleRandom_Min);
+
+ sr.WriteLine (" \"AngleRandom_Max\": {0},",element.AngleRandom_Max);
+
+ sr.WriteLine (" \"OrientToSource\": {0},",boolToString(element.OrientToSource));
+
+ sr.WriteLine (" \"rotateToFlare\": {0},",boolToString(element.rotateToFlare));
+
+ sr.WriteLine (" \"rotationSpeed\": {0},",element.rotationSpeed);
+
+ sr.WriteLine (" \"rotationOverTime\": {0},",element.rotationOverTime);
+
+// //Colour Properties,
+ sr.WriteLine (" \"useColorRange\": {0},",boolToString(element.useColorRange));
+
+ sr.WriteLine (" \"ElementFinalColor\": {\"r\":"+element.ElementFinalColor.r+",\"g\":"+element.ElementFinalColor.g+",\"b\":"+element.ElementFinalColor.b+",\"a\":"+element.ElementFinalColor.a+"},");
+
+ sr.WriteLine (" \"ElementTint\": {\"r\":"+element.ElementTint.r+",\"g\":"+element.ElementTint.g+",\"b\":"+element.ElementTint.b+",\"a\":"+element.ElementTint.a+"},");
+
+ sr.WriteLine (" \"SubElementColor_Start\": {\"r\":"+element.SubElementColor_Start.r+",\"g\":"+element.SubElementColor_Start.g+",\"b\":"+element.SubElementColor_Start.b+",\"a\":"+element.SubElementColor_Start.a+"},");
+
+ sr.WriteLine (" \"SubElementColor_End\": {\"r\":"+element.SubElementColor_End.r+",\"g\":"+element.SubElementColor_End.g+",\"b\":"+element.SubElementColor_End.b+",\"a\":"+element.SubElementColor_End.a+"},");
+
+ sr.WriteLine (" \"useScaleCurve\": {0},",boolToString(element.useScaleCurve));
+
+ sr.WriteLine (" \"ScaleCurve\": {0},",ProFlareExporter.animCurveExport(element.ScaleCurve));
+
+// //Override Properties
+ sr.WriteLine (" \"OverrideDynamicEdgeBoost\": {0},",boolToString(element.OverrideDynamicEdgeBoost));
+
+ sr.WriteLine (" \"DynamicEdgeBoostOverride\": {0},",element.DynamicEdgeBoostOverride);
+
+ sr.WriteLine (" \"OverrideDynamicCenterBoost\": {0},",boolToString(element.OverrideDynamicCenterBoost));
+
+ sr.WriteLine (" \"DynamicCenterBoostOverride\": {0},",element.DynamicCenterBoostOverride);
+
+ sr.WriteLine (" \"OverrideDynamicEdgeBrightness\": {0},",boolToString(element.OverrideDynamicEdgeBrightness));
+
+ sr.WriteLine (" \"DynamicEdgeBrightnessOverride\": {0},",element.DynamicEdgeBrightnessOverride);
+
+ sr.WriteLine (" \"OverrideDynamicCenterBrightness\": {0},",boolToString(element.OverrideDynamicCenterBrightness));
+
+ sr.WriteLine (" \"DynamicCenterBrightnessOverride\": {0},",element.DynamicCenterBrightnessOverride);
+
+ if(element.subElements.Count > 0){
+
+ sr.WriteLine (" \"subElements\": {");
+ int count2 = 0;
+
+ foreach (SubElement subElement in element.subElements) {
+ sr.WriteLine (" \"subElement"+count2+"\": {");
+
+ sr.WriteLine (" \"color\": {\"r\":"+subElement.color.r+",\"g\":"+subElement.color.g+",\"b\":"+subElement.color.b+",\"a\":"+subElement.color.a+"},");
+
+ sr.WriteLine (" \"position\": {0},",subElement.position);
+
+ sr.WriteLine (" \"offset\": {\"r\":"+subElement.color.r+",\"g\":"+subElement.color.g+",\"b\":"+subElement.color.b+"},");
+
+ sr.WriteLine (" \"angle\": {0},",subElement.angle);
+
+ sr.WriteLine (" \"scale\": {0},",subElement.scale);
+
+ sr.WriteLine (" \"random\": {0},",subElement.random);
+
+ sr.WriteLine (" \"random2\": {0},",subElement.random2);
+
+ sr.WriteLine (" \"RandomScaleSeed\": {0},",subElement.RandomScaleSeed);
+
+ sr.WriteLine (" \"RandomColorSeedR\": {0},",subElement.RandomColorSeedR);
+
+ sr.WriteLine (" \"RandomColorSeedG\": {0},",subElement.RandomColorSeedG);
+
+ sr.WriteLine (" \"RandomColorSeedB\": {0},",subElement.RandomColorSeedB);
+
+ sr.WriteLine (" \"RandomColorSeedA\": {0}",subElement.RandomColorSeedA);
+
+ count2++;
+ if(count2 == element.subElements.Count)
+ sr.WriteLine (" }");
+ else
+ sr.WriteLine (" },");
+ }
+
+ sr.WriteLine (" },");
+ }
+
+ sr.WriteLine (" \"EditDynamicTriggering\": {0},",boolToString(element.EditDynamicTriggering));
+
+ sr.WriteLine (" \"EditOcclusion\": {0},",boolToString(element.EditOcclusion));
+
+ sr.WriteLine (" \"ElementSetting\": {0},",boolToString(element.ElementSetting));
+
+ sr.WriteLine (" \"OffsetSetting\": {0},",boolToString(element.OffsetSetting));
+
+ sr.WriteLine (" \"ColorSetting\": {0},",boolToString(element.ColorSetting));
+
+ sr.WriteLine (" \"ScaleSetting\": {0},",boolToString(element.ScaleSetting));
+
+ sr.WriteLine (" \"RotationSetting\": {0},",boolToString(element.RotationSetting));
+
+ sr.WriteLine (" \"OverrideSetting\": {0},",boolToString(element.OverrideSetting));
+
+ sr.WriteLine (" \"type\": \"{0}\"",(int)element.type);
+
+ sr.WriteLine (" \"size\": {\"x\":"+element.size.x+",\"y\":"+element.size.y+"},");
+
+ sr.WriteLine (" \"SpriteName\": \"{0}\"",element.SpriteName);
+
+ count++;
+
+ if(count == flare.Elements.Count)
+ sr.WriteLine (" }");
+ else
+ sr.WriteLine (" },");
+ }
+ sr.WriteLine (" }");
+
+ sr.WriteLine ("}");
+
+ sr.WriteLine ("}");
+
+ sr.Close();
+
+ EditorUtility.SetDirty (flare);
+
+ }
+
+ static string boolToString(bool _bool){
+
+ if (_bool)
+ return "1";
+ else
+ return "0";
+ }
+
+}
diff --git a/Assets/ProFlares/Editor/ProFlareExporter.cs.meta b/Assets/ProFlares/Editor/ProFlareExporter.cs.meta
new file mode 100644
index 0000000..88d9a8b
--- /dev/null
+++ b/Assets/ProFlares/Editor/ProFlareExporter.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d45807196ac7d4b14936e8f01b552b1a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Editor/ProFlareInspector.cs b/Assets/ProFlares/Editor/ProFlareInspector.cs
new file mode 100644
index 0000000..91de6ac
--- /dev/null
+++ b/Assets/ProFlares/Editor/ProFlareInspector.cs
@@ -0,0 +1,1390 @@
+
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+/// <summary>
+/// ProFlareInspector.cs
+/// Custom inspector for the ProFlare
+/// </summary>
+
+using UnityEngine;
+using UnityEditor;
+using System.Collections;
+using System.Collections.Generic;
+
+[CanEditMultipleObjects]
+[CustomEditor(typeof(ProFlare))]
+public class ProFlareInspector : Editor {
+
+ ProFlare _flare;
+
+ GUIStyle title;
+
+ GUIStyle thinButton;
+
+ GUIStyle thinButtonRed;
+
+ GUIStyle dropDownButton;
+
+ GUIStyle enumStyleButton;
+
+ private static Texture2D visibility_On;
+
+ private static Texture2D visibility_Off;
+
+ bool listeningForGuiChanges;
+
+ bool guiChanged = false;
+
+ int selectionCount = 0;
+
+ private void CheckUndo()
+ {
+#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0
+
+ Event e = Event.current;
+
+ if ( e.type == EventType.MouseDown && e.button == 0 || e.type == EventType.KeyUp && ( e.keyCode == KeyCode.Tab ) ) {
+ //Debug.Log("record1");
+ Undo.RecordObject(target,"ProFlare Undo");
+
+ listeningForGuiChanges = true;
+ guiChanged = false;
+ }
+
+ if ( listeningForGuiChanges && guiChanged ) {
+ //Debug.Log("record2");
+
+ Undo.RecordObject(target,"ProFlare Undo");
+ listeningForGuiChanges = false;
+ //TODO - Undo Not Refreshing Flare Batches.
+ //for(int i = 0; i < _flare.FlareBatches.Length; i++){}
+ }
+#else
+ Event e = Event.current;
+
+ if ( e.type == EventType.MouseDown && e.button == 0 || e.type == EventType.KeyUp && ( e.keyCode == KeyCode.Tab ) ) {
+ Undo.SetSnapshotTarget( _flare, "ProFlare Undo" );
+ Undo.CreateSnapshot();
+ Undo.ClearSnapshotTarget();
+ listeningForGuiChanges = true;
+ guiChanged = false;
+ }
+
+ if ( listeningForGuiChanges && guiChanged ) {
+ Undo.SetSnapshotTarget( _flare, "ProFlare Undo" );
+ Undo.RegisterSnapshot();
+ Undo.ClearSnapshotTarget();
+ listeningForGuiChanges = false;
+ //TODO - Undo Not Refreshing Flare Batches.
+ //for(int i = 0; i < _flare.FlareBatches.Length; i++){}
+ }
+#endif
+ }
+
+ public List<ProFlare> Flares = new List<ProFlare>();
+
+ public override void OnInspectorGUI () {
+
+ selectionCount = 0;
+
+ Flares.Clear();
+
+ foreach(GameObject go in Selection.gameObjects){
+
+ ProFlare selectedFlare = go.GetComponent<ProFlare>();
+ if(selectedFlare){
+ Flares.Add(selectedFlare);
+ selectionCount++;
+ }
+ }
+
+ if(selectionCount > 1){
+ EditorGUILayout.HelpBox("Multiple Flares selected.", MessageType.Warning,false);
+ //EditorGUI.showMixedValue = true;
+ }
+
+ _flare = target as ProFlare;
+
+ CheckUndo();
+
+#if UNITY_4_3
+ EditorGUI.BeginChangeCheck();
+#endif
+
+ FlareEditorHelper.DrawGuiDivider();
+
+ bool error = false;
+
+ title = FlareEditorHelper.TitleStyle();
+ thinButton = FlareEditorHelper.ThinButtonStyle();
+ enumStyleButton = FlareEditorHelper.EnumStyleButton();
+ thinButtonRed = FlareEditorHelper.ThinButtonRedStyle();
+
+ EditorGUILayout.LabelField("Flare Setup :",title);
+
+ GUILayout.Space(10f);
+
+ dropDownButton = FlareEditorHelper.DropDownButtonStyle();
+
+
+ if(selectionCount <= 1)
+ {
+ EditorGUILayout.BeginHorizontal();
+ if((!_flare.EditingAtlas)&&(_flare._Atlas != null))
+ GUI.enabled = false;
+
+ ProFlareAtlas _Atlas = EditorGUILayout.ObjectField("Flare Atlas", _flare._Atlas, typeof(ProFlareAtlas), false) as ProFlareAtlas;
+
+ GUI.enabled = true;
+
+ if(_flare._Atlas)
+ if(GUILayout.Button("EDIT",GUILayout.Width(60))){
+ _flare.EditingAtlas = _flare.EditingAtlas ? false : true;
+ }
+
+ EditorGUILayout.EndHorizontal();
+
+ if((_flare.EditingAtlas)&&(_flare._Atlas != null)){
+
+ EditorGUILayout.HelpBox("Changing atlas can cause data loss if elements do NOT exist in the new atlas.", MessageType.Warning,false);
+ }
+
+ GUI.enabled = true;
+
+ if(_flare._Atlas != _Atlas){
+
+ _flare._Atlas = _Atlas;
+
+
+ ProFlareBatch[] flareBatchs = GameObject.FindObjectsOfType(typeof(ProFlareBatch)) as ProFlareBatch[];
+
+ int matchCount = 0;
+ foreach(ProFlareBatch flareBatch in flareBatchs){
+ if(flareBatch._atlas == _Atlas){
+ matchCount++;
+ }
+ }
+ _flare.FlareBatches = new ProFlareBatch[matchCount];
+ int count = 0;
+ foreach(ProFlareBatch flareBatch in flareBatchs){
+ if(flareBatch._atlas == _Atlas){
+ _flare.FlareBatches[count] = flareBatch;
+ _flare.FlareBatches[count].dirty = true;
+ count++;
+ }
+ }
+ if(count != 0){
+ if(_flare.Elements.Count == 0){
+ ProFlareElement element = new ProFlareElement();
+ element.flare = _flare;
+ element.SpriteName = _flare._Atlas.elementsList[0].name;
+ element.flareAtlas = _flare._Atlas;
+ element.position = -1;
+ element.Scale = 1;
+ _flare.Elements.Add(element);
+ }
+ }
+ }
+
+
+ bool missing = false;
+ for(int i = 0; i < _flare.FlareBatches.Length; i++){
+
+ if(_flare.FlareBatches[i] == null)
+ missing = true;
+ }
+ if(missing){
+
+ ProFlareBatch[] flareBatchs = GameObject.FindObjectsOfType(typeof(ProFlareBatch)) as ProFlareBatch[];
+
+ int matchCount = 0;
+ foreach(ProFlareBatch flareBatch in flareBatchs){
+ if(flareBatch._atlas == _Atlas){
+ matchCount++;
+ }
+ }
+ _flare.FlareBatches = new ProFlareBatch[matchCount];
+ int count = 0;
+ foreach(ProFlareBatch flareBatch in flareBatchs){
+ if(flareBatch._atlas == _Atlas){
+ _flare.FlareBatches[count] = flareBatch;
+ _flare.FlareBatches[count].dirty = true;
+ count++;
+ }
+ }
+ }
+
+ EditorGUILayout.LabelField("Rendered by : ");
+ if(_flare.FlareBatches.Length != 0)
+ for(int i = 0; i < _flare.FlareBatches.Length; i++){
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField(" "+_flare.FlareBatches[i].gameObject.name);
+ if(GUILayout.Button("Select",GUILayout.Width(60))){
+ Selection.activeGameObject = _flare.FlareBatches[i].gameObject;
+ }
+ EditorGUILayout.EndHorizontal();
+ }
+
+ if(error){
+ EditorGUILayout.HelpBox("Fix Errors before continuing.", MessageType.Error);
+ }
+ }
+ FlareEditorHelper.DrawGuiDivider();
+
+ EditorGUILayout.LabelField("Global Settings :",title);
+ GUILayout.Space(10f);
+
+ Rect r = EditorGUILayout.BeginVertical("box");
+ {
+ Rect r2 = r;
+ r2.height = 20;
+
+ if (GUI.Button(r2, GUIContent.none,dropDownButton))
+ _flare.EditGlobals = _flare.EditGlobals ? false : true;
+
+ GUILayout.Label("General");
+
+ if(_flare.EditGlobals){
+
+ GUILayout.Space(5f);
+
+ //Scale
+ float _flareGlobalScale = EditorGUILayout.Slider("Scale",_flare.GlobalScale,0f,2000f);
+
+ if(_flareGlobalScale != _flare.GlobalScale){
+
+ _flare.GlobalScale = _flareGlobalScale;
+
+ foreach(ProFlare flare in Flares){
+ flare.GlobalScale = _flare.GlobalScale;
+ }
+ }
+
+ _flare.MultiplyScaleByTransformScale = EditorGUILayout.Toggle("Multiply Scale By Transform Scale",_flare.MultiplyScaleByTransformScale);
+
+ float _flareGlobalBrightness = EditorGUILayout.Slider("Brightness",_flare.GlobalBrightness,0f,1f);
+
+ if(_flareGlobalBrightness != _flare.GlobalBrightness){
+ _flare.GlobalBrightness = _flareGlobalBrightness;
+ _flare.GlobalTintColor.a = _flare.GlobalBrightness;
+
+ foreach(ProFlare flare in Flares){
+ flare.GlobalBrightness = _flareGlobalBrightness;
+ flare.GlobalTintColor.a = _flare.GlobalBrightness;
+ }
+ }
+
+ Color _flareGlobalTintColor = EditorGUILayout.ColorField("Tint",_flare.GlobalTintColor);
+
+ if(_flareGlobalTintColor != _flare.GlobalTintColor){
+ _flare.GlobalTintColor = _flareGlobalTintColor;
+ _flare.GlobalBrightness = _flare.GlobalTintColor.a;
+
+ foreach(ProFlare flare in Flares){
+ flare.GlobalTintColor = _flareGlobalTintColor;
+ flare.GlobalBrightness = _flare.GlobalTintColor.a;
+ }
+ }
+
+ FlareEditorHelper.DrawGuiInBoxDivider();
+
+ //Angle Falloff Options
+ if(selectionCount <= 1){
+ GUILayout.BeginHorizontal();
+ {
+ _flare.UseAngleLimit = EditorGUILayout.Toggle("Use Angle Falloff",_flare.UseAngleLimit);
+ GUI.enabled = _flare.UseAngleLimit;
+ _flare.maxAngle = Mathf.Clamp(EditorGUILayout.FloatField("Max Angle",_flare.maxAngle),0,360);
+ }
+ GUILayout.EndHorizontal();
+
+ _flare.UseAngleScale = EditorGUILayout.Toggle(" Affect Scale",_flare.UseAngleScale);
+
+ _flare.UseAngleBrightness = EditorGUILayout.Toggle(" Affect Brightness",_flare.UseAngleBrightness);
+
+ GUILayout.BeginHorizontal();
+ {
+ _flare.UseAngleCurve = EditorGUILayout.Toggle(" Use Curve",_flare.UseAngleCurve);
+ GUI.enabled = _flare.UseAngleCurve;
+ _flare.AngleCurve = EditorGUILayout.CurveField(_flare.AngleCurve);
+ if(GUILayout.Button("Reset",GUILayout.MaxWidth(50))){ _flare.AngleCurve = new AnimationCurve(new Keyframe(0, 0f), new Keyframe(1, 1.0f));}
+ GUI.enabled = true;
+ }
+ GUILayout.EndHorizontal();
+ GUI.enabled = true;
+
+ FlareEditorHelper.DrawGuiInBoxDivider();
+ //Max Distance Options -
+ GUILayout.BeginHorizontal();
+ {
+ _flare.useMaxDistance = EditorGUILayout.Toggle("Use Distance Falloff",_flare.useMaxDistance);
+ GUI.enabled = _flare.useMaxDistance;
+ _flare.GlobalMaxDistance = EditorGUILayout.FloatField(" Max Distance",_flare.GlobalMaxDistance);
+ }
+ GUILayout.EndHorizontal();
+ _flare.useDistanceScale = EditorGUILayout.Toggle(" Affect Scale",_flare.useDistanceScale);
+ _flare.useDistanceFade = EditorGUILayout.Toggle(" Affect Brightness",_flare.useDistanceFade);
+
+
+ GUI.enabled = true;
+ FlareEditorHelper.DrawGuiInBoxDivider();
+ _flare.OffScreenFadeDist = EditorGUILayout.FloatField("Off Screen Fade Distance",_flare.OffScreenFadeDist);
+ FlareEditorHelper.DrawGuiInBoxDivider();
+
+ _flare.neverCull = EditorGUILayout.Toggle("Never Cull Flare",_flare.neverCull);
+ }
+ }
+ }
+
+ EditorGUILayout.EndVertical();
+
+
+ if(selectionCount <= 1)
+ {
+ r = EditorGUILayout.BeginVertical("box");
+ Rect r2 = r;
+ r2.height = 20;
+
+
+ if (GUI.Button(r2, GUIContent.none,dropDownButton))
+ _flare.EditDynamicTriggering = _flare.EditDynamicTriggering ? false : true;
+
+
+ GUILayout.Label("Dynamics Triggering");
+
+ if(_flare.EditDynamicTriggering){GUILayout.Space(5f);
+
+ _flare.useDynamicEdgeBoost = EditorGUILayout.Toggle("Use Dynamic Edge Boost",_flare.useDynamicEdgeBoost);
+ GUI.enabled = _flare.useDynamicEdgeBoost;
+ _flare.DynamicEdgeBoost = EditorGUILayout.FloatField(" Dynamic Edge Scale",_flare.DynamicEdgeBoost);
+ _flare.DynamicEdgeBrightness = EditorGUILayout.FloatField(" Dynamic Edge Brightness",_flare.DynamicEdgeBrightness);
+ _flare.DynamicEdgeRange = EditorGUILayout.FloatField(" Dynamic Edge Range",_flare.DynamicEdgeRange);
+ _flare.DynamicEdgeBias = EditorGUILayout.FloatField(" Dynamic Edge Bias",_flare.DynamicEdgeBias);
+
+ GUILayout.BeginHorizontal();
+ {
+ _flare.DynamicEdgeCurve = EditorGUILayout.CurveField(" Dynamic Edge Curve", _flare.DynamicEdgeCurve);
+ if(GUILayout.Button("Reset",GUILayout.MaxWidth(50))) _flare.DynamicEdgeCurve = new AnimationCurve(new Keyframe(0, 0f), new Keyframe(0.5f, 1), new Keyframe(1, 0f));
+ }
+ GUILayout.EndHorizontal();
+ GUI.enabled = true;
+ FlareEditorHelper.DrawGuiInBoxDivider();
+
+ _flare.useDynamicCenterBoost = EditorGUILayout.Toggle("Use Dynamic Center Boost",_flare.useDynamicCenterBoost);
+
+ GUI.enabled = _flare.useDynamicCenterBoost;
+ _flare.DynamicCenterRange = EditorGUILayout.FloatField(" Dynamic Center Range",_flare.DynamicCenterRange);
+ _flare.DynamicCenterBoost = EditorGUILayout.FloatField(" Dynamic Center Scale",_flare.DynamicCenterBoost);
+ _flare.DynamicCenterBrightness = EditorGUILayout.FloatField(" Dynamic Center Brightness",_flare.DynamicCenterBrightness);
+
+ GUI.enabled = true;
+ }
+
+ EditorGUILayout.EndVertical();
+ }
+
+
+ if(selectionCount <= 1)
+ {
+ r = EditorGUILayout.BeginVertical("box");
+ Rect r2 = r;
+ r2.height = 20;
+
+
+ if (GUI.Button(r2, GUIContent.none,dropDownButton))
+ _flare.EditOcclusion = _flare.EditOcclusion ? false : true;
+
+
+ GUILayout.Label("Occlusion");
+
+ if(_flare.EditOcclusion){GUILayout.Space(5f);
+ _flare.RaycastPhysics = EditorGUILayout.Toggle("Raycast Against Physics",_flare.RaycastPhysics);
+ GUI.enabled = _flare.RaycastPhysics;
+ _flare.mask = LayerMaskField(_flare.mask);
+
+ FlareEditorHelper.DrawGuiInBoxDivider();
+ EditorGUILayout.LabelField("Debug Info :");
+ EditorGUILayout.Toggle(" Flare Occluded",_flare.Occluded);
+ EditorGUILayout.ObjectField(" Occluding GameObject", _flare.OccludingObject, typeof(GameObject), true);
+ GUI.enabled = true;
+ }
+ EditorGUILayout.EndVertical();
+ }
+
+ if(selectionCount <= 1)
+ {
+ r = EditorGUILayout.BeginVertical("box");
+ Rect r2 = r;
+ r2.height = 20;
+
+
+ if (GUI.Button(r2, GUIContent.none,dropDownButton))
+ _flare.IoSetting = _flare.IoSetting ? false : true;
+
+
+ GUILayout.Label("Import/Export");
+
+ if(_flare.IoSetting){GUILayout.Space(5f);
+
+ if(_flare._Atlas != null){
+ TextAsset ta = EditorGUILayout.ObjectField("Flare JSON Import, Drag/Drop Here", null, typeof(TextAsset), false) as TextAsset;
+
+ if (ta != null)
+ {
+ FlareJson.LoadFlareData(_flare, ta);
+ Updated = true;
+ }
+
+ if(GUILayout.Button("Export Flare Json Data")){
+ ProFlareExporter.ExportFlare(_flare);
+ }
+ }else{
+
+ GUILayout.Label("Connect Flare Atlast Before Import Or Exporting Flare.");
+
+
+ }
+ }
+ EditorGUILayout.EndVertical();
+ }
+
+
+
+ FlareEditorHelper.DrawGuiDivider();
+
+ EditorGUILayout.LabelField("Element Settings :",title);
+ GUILayout.Space(10f);
+
+ if(selectionCount > 1){
+ EditorGUILayout.HelpBox("Editing flare elements is not supported in while multiple flares selected.", MessageType.Warning,false);
+ }else{
+ if(_flare._Atlas != null)
+ for(int i = 0; i < _flare.Elements.Count;i++)
+ ElementEditor(_flare.Elements[i],(i+1));
+
+
+ if(_flare._Atlas != null)
+ if(GUILayout.Button("ADD NEW",thinButton)){
+ ProFlareElement element = new ProFlareElement();
+
+ element.flare = _flare;
+ element.SpriteName = _flare._Atlas.elementsList[0].name;
+ element.flareAtlas = _flare._Atlas;
+ element.position = -1;
+ element.Scale = 1;
+
+ for(int i = 0; i < _flare.FlareBatches.Length; i++){
+ _flare.FlareBatches[i].dirty = true;
+ }
+ //_flare._FlareBatch.dirty = true;
+ _flare.Elements.Add(element);
+ }
+ }
+ FlareEditorHelper.DrawGuiDivider();
+
+ if (GUI.changed||Updated)
+ {
+ //Debug.Log("dirty:");
+ Updated = false;
+ guiChanged = true;
+ EditorUtility.SetDirty (target);
+
+ if(selectionCount > 1)
+ foreach(GameObject go in Selection.gameObjects){
+
+ ProFlare selectedFlare = go.GetComponent<ProFlare>();
+ if(selectedFlare)
+ EditorUtility.SetDirty(selectedFlare);
+ }
+ }
+ }
+
+ public bool Updated = false;
+
+
+ void ElementEditor(ProFlareElement element,int count){
+
+ ProFlareElement.Type elementType;
+
+ EditorGUILayout.BeginHorizontal();
+ {
+ //
+ if(GUILayout.Button(" ",thinButton,GUILayout.MaxWidth(35))){
+
+ }
+ if(GUILayout.Button(" ",thinButton,GUILayout.MaxWidth(32)))
+ element.Visible = element.Visible ? false : true;
+
+
+ Rect rect2 = GUILayoutUtility.GetLastRect();
+
+ int extra = 0;
+#if UNITY_4_3
+ extra = 15;
+#endif
+
+ Rect outerRect = new Rect(35+extra,rect2.yMin-4,32,32);
+ Rect final = new Rect(0,0,1,1);
+
+
+ if( visibility_On == null) {
+ visibility_On = Resources.Load("visibility-On") as Texture2D;
+ }
+ if( visibility_Off == null) {
+ visibility_Off = Resources.Load("visibility-Off") as Texture2D;
+ }
+
+ if(element.Visible)
+ GUI.DrawTextureWithTexCoords(outerRect,visibility_On, final, true);
+ else
+ GUI.DrawTextureWithTexCoords(outerRect,visibility_Off, final, true);
+
+ _flare._Atlas.UpdateElementNameList();
+
+ int id = EditorGUILayout.Popup(element.elementTextureID, _flare._Atlas.elementNameList,enumStyleButton,GUILayout.MaxWidth(200));
+
+
+ if(element.elementTextureID != id){
+
+ Debug.Log("Changing Sprite " + element.flareAtlas.elementsList[id].name);
+
+ element.elementTextureID = id;
+ element.SpriteName = element.flareAtlas.elementsList[id].name;
+
+ for(int f = 0; f < element.flare.FlareBatches.Length; f++){
+ element.flare.FlareBatches[f].dirty = true;
+ }
+ }
+
+
+ elementType = (ProFlareElement.Type)EditorGUILayout.EnumPopup(element.type,enumStyleButton,GUILayout.MaxWidth(100));
+
+ if(GUILayout.Button("EDIT",thinButton,GUILayout.MaxWidth(80))){
+ if(element.Editing)
+ element.Editing = false;
+ else{
+
+ element.ElementSetting = false;
+ element.OffsetSetting = false;
+ element.ColorSetting = false;
+ element.ScaleSetting = false;
+ element.RotationSetting = false;
+ element.OverrideSetting = false;
+
+ element.Editing = true;
+ }
+ }
+
+ if(GUILayout.Button("CLONE",thinButton)){
+ element.Editing = false;
+ _flare.Elements.Add(CloneElement(element));
+ //_flare._FlareBatch.dirty = true;
+ for(int i = 0; i < _flare.FlareBatches.Length; i++){
+ _flare.FlareBatches[i].dirty = true;
+ }
+ }
+
+
+ if(GUILayout.Button("REMOVE",thinButtonRed)){
+ for(int i = 0; i < _flare.FlareBatches.Length; i++){
+ _flare.FlareBatches[i].dirty = true;
+ }
+// element.flare._FlareBatch.dirty = true;
+ element.flare.Elements.Remove(element);
+ return;
+ }
+ }
+ EditorGUILayout.EndHorizontal();
+ //Preview Texture Renderer
+ {
+ int extra = 0;
+ #if UNITY_4_3
+ extra = 15;
+ #endif
+
+ Rect rect2 = GUILayoutUtility.GetLastRect();
+
+ Rect outerRect = new Rect(10+extra,rect2.yMin+1,22,22);
+
+ if(_flare._Atlas)
+ if(_flare._Atlas.texture)
+ if((element.elementTextureID < _flare._Atlas.elementsList.Count))
+ GUI.DrawTextureWithTexCoords(outerRect, _flare._Atlas.texture, _flare._Atlas.elementsList[element.elementTextureID].UV, false);
+ }
+
+ {
+ if((element.colorTexture == null)||element.colorTextureDirty){
+ if(element.useColorRange)
+ element.colorTexture = CreateGradientTex(element,element.SubElementColor_Start,element.SubElementColor_End);
+ else
+ element.colorTexture = CreateGradientTex(element,element.ElementTint,element.ElementTint);
+ }
+
+ int extra = 0;
+ #if UNITY_4_3
+ extra = 15;
+ #endif
+
+ Rect rect2 = GUILayoutUtility.GetLastRect();
+ Rect outerRect = new Rect(3+extra,rect2.yMin+1,6,22);
+ Rect UV = new Rect(0,0,1,1);
+
+ GUI.DrawTextureWithTexCoords(outerRect, element.colorTexture, UV, false);
+
+ }
+
+ if(element.type != elementType){
+ element.type = elementType;
+
+
+ switch(elementType){
+ case(ProFlareElement.Type.Single):
+ break;
+ case(ProFlareElement.Type.Multi):
+
+ if(element.subElements.Count == 0)
+ {
+ for(int i = 0; i < 5; i++){
+ SubElement sub = new SubElement();
+ sub.random = Random.Range(0f,1f);
+ sub.random2 = Random.Range(0f,1f);
+ sub.RandomColorSeedR = Random.Range(-1f,1f);
+ sub.RandomColorSeedG = Random.Range(-1f,1f);
+ sub.RandomColorSeedB = Random.Range(-1f,1f);
+ element.subElements.Add(sub);
+ }
+ element.useRangeOffset = true;
+ element.Editing = true;
+ }
+ break;
+ }
+
+ for(int f = 0; f < element.flare.FlareBatches.Length; f++){
+ element.flare.FlareBatches[f].dirty = true;
+ }
+ }
+
+ if(element.Editing ){
+ QuickEdit(element,count);
+
+ if(element.type == ProFlareElement.Type.Multi)
+ ElementOptions(element,count);
+
+ OffsetOptions(element,count);
+ ColorOptions(element,count);
+ ScaleOptions(element,count);
+ RotationOptions(element,count);
+ OverrideOptions(element,count);
+ }
+ }
+
+ void QuickEdit(ProFlareElement element,int count){
+
+ EditorGUILayout.BeginVertical("box");
+
+ EditorGUILayout.BeginHorizontal();
+ {
+ GUILayout.Label("Quick Edit -",GUILayout.MaxWidth(80));
+
+ element.Scale = EditorGUILayout.Slider(element.Scale,0f,5f,GUILayout.MaxWidth(180));
+ GUILayout.FlexibleSpace();
+ if(!element.useColorRange){
+ element.ElementTint = EditorGUILayout.ColorField(element.ElementTint,GUILayout.MaxWidth(60));
+
+ if(GUI.changed)
+ element.colorTextureDirty = true;
+
+ // byte TintA = (byte)EditorGUILayout.Slider(element.Tint.a,0f,1f,GUILayout.MaxWidth(180));
+
+ // if(TintA != element.Tint.a){
+ // element.Tint.a = TintA;
+ // }
+
+ float TintA = EditorGUILayout.Slider(element.ElementTint.a,0f,1f,GUILayout.MaxWidth(180));
+
+ if(TintA != element.ElementTint.a){
+ element.ElementTint.a = TintA;
+ }
+
+ }else{
+ element.SubElementColor_Start = EditorGUILayout.ColorField(element.SubElementColor_Start,GUILayout.MaxWidth(60));
+ element.SubElementColor_End = EditorGUILayout.ColorField(element.SubElementColor_End,GUILayout.MaxWidth(60));
+
+ if(GUI.changed)
+ element.colorTextureDirty = true;
+
+ for(int i = 0; i < element.subElements.Count; i++){
+ element.subElements[i].color = Color.Lerp(element.SubElementColor_Start,element.SubElementColor_End,element.subElements[i].random);
+ }
+ }
+ }
+
+ EditorGUILayout.EndHorizontal();
+
+ EditorGUILayout.EndVertical();
+ }
+
+ void ElementOptions(ProFlareElement element,int count){
+
+ Rect r = EditorGUILayout.BeginVertical("box");
+ Rect r2 = r;
+
+ r2.height = 20;
+
+ if (GUI.Button(r2, GUIContent.none,dropDownButton))
+ element.ElementSetting = element.ElementSetting ? false : true;
+
+ GUILayout.Label("Multi Element Options");
+
+ if(!element.ElementSetting){
+ EditorGUILayout.EndVertical();
+ return;
+ }
+
+ GUILayout.Space(5f);
+
+ if(element.type == ProFlareElement.Type.Multi){
+
+ EditorGUILayout.BeginHorizontal();
+ {
+
+ EditorGUILayout.LabelField("Sub Elements Count : "+element.subElements.Count);
+
+ if(GUILayout.Button("+")){
+ SubElement sub = new SubElement();
+
+ sub.random = Random.Range(0f,1f);
+ sub.random2 = Random.Range(0f,1f);
+
+ sub.RandomScaleSeed = Random.Range(-1f,1f);
+ sub.RandomColorSeedR = Random.Range(-1f,1f);
+ sub.RandomColorSeedG = Random.Range(-1f,1f);
+ sub.RandomColorSeedB = Random.Range(-1f,1f);
+ sub.RandomColorSeedA = Random.Range(-1f,1f);
+
+ element.subElements.Add(sub);
+
+ for(int f = 0; f < element.flare.FlareBatches.Length; f++){
+ element.flare.FlareBatches[f].dirty = true;
+ }
+ }
+ if(GUILayout.Button("-")){
+ //SubElement sub = new SubElement();
+ if(element.subElements.Count > 0){
+ element.subElements.Remove(element.subElements[element.subElements.Count-1]);
+
+
+ for(int f = 0; f < element.flare.FlareBatches.Length; f++){
+ element.flare.FlareBatches[f].dirty = true;
+ }
+ }
+ }
+
+ if(GUILayout.Button("Update Random Seed")){
+ for(int i = 0; i < element.subElements.Count; i++){
+ Updated = true;
+ element.subElements[i].random = Random.Range(0f,1f);
+ element.subElements[i].random2 = Random.Range(0f,1f);
+ element.subElements[i].RandomScaleSeed = Random.Range(-1f,1f);
+ element.subElements[i].RandomColorSeedR = Random.Range(-1f,1f);
+ element.subElements[i].RandomColorSeedG = Random.Range(-1f,1f);
+ element.subElements[i].RandomColorSeedB = Random.Range(-1f,1f);
+ element.subElements[i].RandomColorSeedA = Random.Range(-1f,1f);
+ }
+ }
+ }
+ EditorGUILayout.EndHorizontal();
+ }
+ EditorGUILayout.EndVertical();
+ }
+
+
+ void ColorOptions(ProFlareElement element,int count){
+
+ Rect r = EditorGUILayout.BeginVertical("box");
+ Rect r2 = r;
+ r2.height = 20;
+
+
+ if (GUI.Button(r2, GUIContent.none,dropDownButton))
+ element.ColorSetting = element.ColorSetting ? false : true;
+
+
+ GUILayout.Label("Color Options");
+ {
+
+ if(element.ColorSetting){
+ GUILayout.Space(5f);
+ if(element.type == ProFlareElement.Type.Single){
+ element.ElementTint = EditorGUILayout.ColorField("Tint",element.ElementTint);
+
+ }else{
+
+ EditorGUILayout.BeginHorizontal();
+ {
+
+ element.useColorRange = EditorGUILayout.Toggle("Use Color Tint Range",element.useColorRange);
+
+ if(!element.useColorRange){
+ element.ElementTint = EditorGUILayout.ColorField("Tint",element.ElementTint);
+ }else{
+ element.SubElementColor_Start = EditorGUILayout.ColorField(element.SubElementColor_Start);
+ element.SubElementColor_End = EditorGUILayout.ColorField(element.SubElementColor_End);
+ }
+ }
+ EditorGUILayout.EndHorizontal();
+
+ EditorGUILayout.LabelField("Color Random");
+ element.RandomColorAmount.x = EditorGUILayout.Slider(" R",element.RandomColorAmount.x,0f,1f);
+ element.RandomColorAmount.y = EditorGUILayout.Slider(" G",element.RandomColorAmount.y,0f,1f);
+ element.RandomColorAmount.z = EditorGUILayout.Slider(" B",element.RandomColorAmount.z,0f,1f);
+ element.RandomColorAmount.w = EditorGUILayout.Slider(" Brightness",element.RandomColorAmount.w,0f,1f);
+ }
+ }
+
+ if(element.type == ProFlareElement.Type.Single){
+
+ }else{
+ if(!element.useColorRange){
+
+ for(int i = 0; i < element.subElements.Count; i++){
+ Color col = element.ElementTint;
+
+ col.r = Mathf.Clamp01( col.r+(element.RandomColorAmount.x*element.subElements[i].RandomColorSeedR));
+ col.g = Mathf.Clamp01( col.g+(element.RandomColorAmount.y*element.subElements[i].RandomColorSeedG));
+ col.b = Mathf.Clamp01( col.b+(element.RandomColorAmount.z*element.subElements[i].RandomColorSeedB));
+ col.a = Mathf.Clamp01( col.a+(element.RandomColorAmount.w*element.subElements[i].RandomColorSeedA));
+
+ element.subElements[i].color = col;
+ }
+ }else{
+
+ for(int i = 0; i < element.subElements.Count; i++){
+ Color col = Color.Lerp(element.SubElementColor_Start,element.SubElementColor_End,element.subElements[i].random);
+
+ col.r = Mathf.Clamp01(col.r+(element.RandomColorAmount.x*element.subElements[i].RandomColorSeedR));
+ col.g = Mathf.Clamp01(col.g+(element.RandomColorAmount.y*element.subElements[i].RandomColorSeedG));
+ col.b = Mathf.Clamp01(col.b+(element.RandomColorAmount.z*element.subElements[i].RandomColorSeedB));
+ col.a = Mathf.Clamp01(col.a+(element.RandomColorAmount.w*element.subElements[i].RandomColorSeedA));
+
+ element.subElements[i].color = col;
+ }
+
+ }
+ }
+ }
+ EditorGUILayout.EndVertical();
+ }
+
+ void OffsetOptions(ProFlareElement element,int count){
+
+ Rect r = EditorGUILayout.BeginVertical("box");
+ Rect r2 = r;
+ r2.height = 20;
+
+
+ if (GUI.Button(r2, GUIContent.none,dropDownButton))
+ element.OffsetSetting = element.OffsetSetting ? false : true;
+
+
+ GUILayout.Label("Offset Options");
+
+ {
+ if(element.OffsetSetting){
+ GUILayout.Space(5f);
+ if(element.type == ProFlareElement.Type.Single){
+ element.position = EditorGUILayout.Slider("OffSet",element.position,-1.5f,2.5f);
+
+ }else{
+
+ EditorGUILayout.BeginHorizontal();
+ {
+
+ element.useRangeOffset = EditorGUILayout.Toggle("Use offset range",element.useRangeOffset);
+
+ if(element.useRangeOffset){
+
+ float minTemp = element.SubElementPositionRange_Min;
+ float maxTemp = element.SubElementPositionRange_Max;
+
+
+ EditorGUILayout.MinMaxSlider(ref element.SubElementPositionRange_Min ,ref element.SubElementPositionRange_Max,-4.5f,4.5f);
+
+ if((minTemp != element.SubElementPositionRange_Min)||(maxTemp != element.SubElementPositionRange_Max)||Updated){
+
+ }
+
+ for(int i = 0; i < element.subElements.Count; i++){
+ element.subElements[i].position = Mathf.Lerp(element.SubElementPositionRange_Min,element.SubElementPositionRange_Max,element.subElements[i].random);
+ element.subElements[i].scale = Mathf.Lerp(-100f,100f,element.subElements[i].random2);
+ Updated = true;
+ }
+
+ EditorGUILayout.FloatField(element.SubElementPositionRange_Min,GUILayout.MaxWidth(30));
+
+ EditorGUILayout.FloatField(element.SubElementPositionRange_Max,GUILayout.MaxWidth(30));
+
+ }else{
+ element.position = EditorGUILayout.Slider(element.position,-1.5f,2.5f);
+ }
+ }
+ EditorGUILayout.EndHorizontal();
+ }
+
+
+ EditorGUILayout.LabelField("Anamorphic");
+ float x = EditorGUILayout.Slider("Vertical ",element.Anamorphic.x,0f,1f);
+ float y = EditorGUILayout.Slider("Horizontal ",element.Anamorphic.y,0f,1f);
+ element.Anamorphic = new Vector2(x,y);
+
+
+ element.OffsetPostion = EditorGUILayout.Vector2Field("Position Offset", element.OffsetPostion);
+
+ }
+
+ if(element.type == ProFlareElement.Type.Single){
+
+ }
+ if(element.type == ProFlareElement.Type.Multi){
+ for(int i = 0; i < element.subElements.Count; i++){
+ element.subElements[i].position = Mathf.Lerp(element.SubElementPositionRange_Min,element.SubElementPositionRange_Max,element.subElements[i].random);
+ element.subElements[i].scale = Mathf.Lerp(-100f,100f,element.subElements[i].random2);
+ }
+ }
+
+ }EditorGUILayout.EndVertical();
+ }
+
+
+ void ScaleOptions(ProFlareElement element,int count){
+
+ Rect r = EditorGUILayout.BeginVertical("box");
+ Rect r2 = r;
+ r2.height = 20;
+
+
+ if (GUI.Button(r2, GUIContent.none,dropDownButton))
+ element.ScaleSetting = element.ScaleSetting ? false : true;
+
+
+ GUILayout.Label("Scale Options");
+
+ {
+ if(element.ScaleSetting){
+
+ GUILayout.Space(5f);
+
+ EditorGUILayout.BeginHorizontal();
+ {
+ EditorGUILayout.LabelField("Scale");
+ element.Scale = EditorGUILayout.Slider(element.Scale,0f,5f);
+ }
+ EditorGUILayout.EndHorizontal();
+
+ //EditorGUILayout.BeginHorizontal();
+ {
+ EditorGUILayout.LabelField("Aspect",GUILayout.MinWidth(120));
+ element.size.x = Mathf.Max(0f, EditorGUILayout.FloatField(" X", element.size.x));
+ element.size.y = Mathf.Max(0f, EditorGUILayout.FloatField(" Y",element.size.y));
+ }
+ //EditorGUILayout.EndHorizontal();
+
+
+
+
+ if(element.type == ProFlareElement.Type.Multi){
+
+ element.ScaleRandom = EditorGUILayout.Slider("Random Scale",element.ScaleRandom,0,1f);
+
+ EditorGUILayout.BeginHorizontal();
+ {
+
+ element.useScaleCurve = EditorGUILayout.Toggle("Use Scale Range",element.useScaleCurve,GUILayout.MaxWidth(180));
+
+ GUI.enabled = element.useScaleCurve;
+
+ if(element.useScaleCurve)
+ Updated = true;
+
+ if(element.type == ProFlareElement.Type.Multi){
+ element.ScaleCurve = EditorGUILayout.CurveField(element.ScaleCurve);
+ }
+
+ if(GUILayout.Button("Reset",GUILayout.MaxWidth(50))){
+ element.ScaleCurve = new AnimationCurve(new Keyframe(0, 0.1f), new Keyframe(0.5f, 1.0f), new Keyframe(1.0f, 0.1f));
+ }
+
+ GUI.enabled = true;
+ }
+ EditorGUILayout.EndHorizontal();
+ }
+ }
+ }
+
+ if(element.type == ProFlareElement.Type.Multi){
+ for(int i = 0; i < element.subElements.Count; i++){
+ if(element.useScaleCurve)
+ element.subElements[i].scale = (1+element.subElements[i].RandomScaleSeed*(element.ScaleRandom))*element.ScaleCurve.Evaluate(element.subElements[i].random);
+ else
+ element.subElements[i].scale = (1+element.subElements[i].RandomScaleSeed*(element.ScaleRandom));
+ }
+ }
+
+ EditorGUILayout.EndVertical();
+ }
+
+ void RotationOptions(ProFlareElement element,int count){
+
+ Rect r = EditorGUILayout.BeginVertical("box");
+ Rect r2 = r;
+ r2.height = 20;
+
+
+ if (GUI.Button(r2, GUIContent.none,dropDownButton))
+ element.RotationSetting = element.RotationSetting ? false : true;
+
+
+ GUILayout.Label("Rotation Options");
+ {
+
+ if(element.RotationSetting){
+ GUILayout.Space(5f);
+
+ element.angle = EditorGUILayout.FloatField("Angle",element.angle);
+
+ if(element.type == ProFlareElement.Type.Multi){
+ element.useStarRotation = EditorGUILayout.Toggle("Use Star Rotation",element.useStarRotation);
+ element.useRandomAngle = EditorGUILayout.Toggle("Use Random Rotation",element.useRandomAngle);
+
+
+ if(element.useStarRotation){
+ for(int i = 0; i < element.subElements.Count; i++){
+ element.subElements[i].angle = (180f/element.subElements.Count)*i;
+ Updated = true;
+ }
+ }else{
+ for(int i = 0; i < element.subElements.Count; i++){
+ element.subElements[i].angle = 0;
+ Updated = true;
+ }
+ }
+
+ if(element.useRandomAngle){
+
+ float minTemp = element.SubElementAngleRange_Min;
+ float maxTemp = element.SubElementAngleRange_Max;
+
+ EditorGUILayout.BeginHorizontal();
+ {
+
+ EditorGUILayout.MinMaxSlider(ref element.SubElementAngleRange_Min ,ref element.SubElementAngleRange_Max,-180f,180f);
+
+ EditorGUILayout.FloatField(element.SubElementAngleRange_Min);
+
+ EditorGUILayout.FloatField(element.SubElementAngleRange_Max);
+
+ if((minTemp != element.SubElementAngleRange_Min)||(maxTemp != element.SubElementAngleRange_Max)||Updated){
+ for(int i = 0; i < element.subElements.Count; i++){
+
+ element.subElements[i].angle = element.subElements[i].angle+Mathf.Lerp(-element.SubElementAngleRange_Min,element.SubElementAngleRange_Max,element.subElements[i].random2);
+ Updated = true;
+ }
+
+ }
+
+ }
+ EditorGUILayout.EndHorizontal();
+
+ }
+ }
+ element.rotateToFlare = EditorGUILayout.Toggle("Rotate To Flare",element.rotateToFlare);
+ element.rotationSpeed = EditorGUILayout.FloatField("Movement Based Rotation",element.rotationSpeed);
+ element.rotationOverTime = EditorGUILayout.FloatField("Rotation Overtime Speed",element.rotationOverTime);
+ }
+ }
+ EditorGUILayout.EndVertical();
+ }
+
+ void OverrideOptions(ProFlareElement element,int count){
+
+
+ Rect r = EditorGUILayout.BeginVertical("box");
+ Rect r2 = r;
+ r2.height = 20;
+
+
+ if (GUI.Button(r2, GUIContent.none,dropDownButton))
+ element.OverrideSetting = element.OverrideSetting ? false : true;
+
+
+ GUILayout.Label("Override Options");
+ {
+
+ if(element.OverrideSetting){
+ GUILayout.Space(5f);
+ GUI.enabled = element.flare.useDynamicEdgeBoost;
+ EditorGUILayout.BeginHorizontal();
+ {
+ element.OverrideDynamicEdgeBoost = EditorGUILayout.Toggle("Dynamic Edge Scale",element.OverrideDynamicEdgeBoost);
+ GUILayout.FlexibleSpace();
+ if(element.OverrideDynamicEdgeBoost)
+ element.DynamicEdgeBoostOverride = EditorGUILayout.FloatField(" ",element.DynamicEdgeBoostOverride);
+ }
+ EditorGUILayout.EndHorizontal();
+
+ EditorGUILayout.BeginHorizontal();{
+ element.OverrideDynamicEdgeBrightness = EditorGUILayout.Toggle("Dynamic Edge Brightness",element.OverrideDynamicEdgeBrightness);
+
+ if(element.OverrideDynamicEdgeBrightness)
+ element.DynamicEdgeBrightnessOverride = EditorGUILayout.FloatField(" ",element.DynamicEdgeBrightnessOverride);
+ }
+ EditorGUILayout.EndHorizontal();
+
+ GUI.enabled = true;
+ GUI.enabled = element.flare.useDynamicCenterBoost;
+
+ EditorGUILayout.BeginHorizontal();
+ {
+ element.OverrideDynamicCenterBoost = EditorGUILayout.Toggle("Dynamic Center Scale",element.OverrideDynamicCenterBoost);
+
+ if(element.OverrideDynamicCenterBoost)
+ element.DynamicCenterBoostOverride = EditorGUILayout.FloatField(" ",element.DynamicCenterBoostOverride);
+ }
+ EditorGUILayout.EndHorizontal();
+
+
+ EditorGUILayout.BeginHorizontal();
+ {
+ element.OverrideDynamicCenterBrightness = EditorGUILayout.Toggle("Dynamic Center Brightness",element.OverrideDynamicCenterBrightness);
+
+ if(element.OverrideDynamicCenterBrightness)
+ element.DynamicCenterBrightnessOverride = EditorGUILayout.FloatField(" ",element.DynamicCenterBrightnessOverride);
+ }
+ EditorGUILayout.EndHorizontal();
+
+ GUI.enabled = true;
+ }
+
+ }
+ EditorGUILayout.EndVertical();
+ }
+
+ Texture2D CreateGradientTex (ProFlareElement element, Color c0, Color c1)
+ {
+ if(element.colorTexture != null){
+ DestroyImmediate(element.colorTexture);
+ element.colorTexture = null;
+ }
+
+ element.colorTexture = new Texture2D(1, 16);
+ element.colorTexture.name = "[ProFlare] Gradient Texture";
+ element.colorTexture.hideFlags = HideFlags.DontSave;
+
+
+ for (int i = 0; i < 16; ++i)
+ {
+ float f = i*(1f/16f);
+ element.colorTexture.SetPixel(0, i, Color.Lerp(c0, c1, f));
+ }
+
+ element.colorTexture.Apply();
+ element.colorTexture.filterMode = FilterMode.Bilinear;
+ return element.colorTexture;
+ }
+
+
+ public int LayerMaskField (LayerMask selected) {
+
+ ArrayList layers = new ArrayList ();
+
+ ArrayList layerNumbers = new ArrayList ();
+
+ string name = "";
+
+ for (int i=0;i<32;i++) {
+
+ string layerName = LayerMask.LayerToName (i);
+
+ if (layerName != "") {
+
+ if (selected == (selected | (1 << i))) {
+
+ layers.Add ("✓ "+layerName);
+
+ name += layerName+", ";
+ } else {
+ layers.Add (" "+layerName);
+ }
+ layerNumbers.Add (i);
+ }
+ }
+
+ bool preChange = GUI.changed;
+
+ GUI.changed = false;
+
+ int[] LayerNumbers = layerNumbers.ToArray (typeof(int)) as int[];
+
+ int newSelected = EditorGUILayout.Popup ("Layer Mask",-1,layers.ToArray(typeof(string)) as string[],EditorStyles.layerMaskField);
+
+ if (GUI.changed) {
+
+ if (selected == (selected | (1 << LayerNumbers[newSelected]))) {
+
+ selected &= ~(1 << LayerNumbers[newSelected]);
+
+ Debug.Log ("Set Layer "+LayerMask.LayerToName (LayerNumbers[newSelected]) + " To False "+selected.value);
+
+ } else {
+
+ Debug.Log ("Set Layer "+LayerMask.LayerToName (LayerNumbers[newSelected]) + " To True "+selected.value);
+
+ selected = selected | (1 << LayerNumbers[newSelected]);
+
+ }
+
+ } else {
+
+ GUI.changed = preChange;
+
+ }
+ return selected;
+ }
+
+ ProFlareElement CloneElement(ProFlareElement element){
+
+ ProFlareElement _element = new ProFlareElement();
+
+ _element.Editing = true;
+
+ _element.Visible = element.Visible;
+
+ _element.elementTextureID = element.elementTextureID;
+
+ _element.SpriteName = element.SpriteName;
+
+ _element.flare = element.flare;
+
+ _element.flareAtlas = element.flareAtlas;
+
+ _element.Brightness = element.Brightness;
+ _element.Scale = element.Scale;
+ _element.ScaleRandom = element.ScaleRandom;
+ _element.ScaleFinal = element.ScaleFinal;
+
+ _element.RandomColorAmount = element.RandomColorAmount;
+
+ //Element OffSet Properties
+ _element.position = element.position;
+
+ _element.useRangeOffset = element.useRangeOffset;
+
+ _element.SubElementPositionRange_Min = element.SubElementPositionRange_Min;
+ _element.SubElementPositionRange_Max = element.SubElementPositionRange_Max;
+
+ _element.SubElementAngleRange_Min = element.SubElementAngleRange_Min;
+ _element.SubElementAngleRange_Max = element.SubElementAngleRange_Max;
+
+
+ _element.OffsetPosition = element.OffsetPosition;
+
+ _element.Anamorphic = element.Anamorphic;
+
+ _element.OffsetPostion = element.OffsetPostion;
+
+ _element.angle = element.angle;
+ _element.FinalAngle = element.FinalAngle;
+ _element.useRandomAngle = element.useRandomAngle;
+ _element.useStarRotation = element.useStarRotation;
+ _element.AngleRandom_Min = element.AngleRandom_Min;
+ _element.AngleRandom_Max = element.AngleRandom_Max;
+ _element.OrientToSource = element.OrientToSource;
+ _element.rotateToFlare = element.rotateToFlare;
+ _element.rotationSpeed = element.rotationSpeed;
+ _element.rotationOverTime = element.rotationOverTime;
+
+ _element.useColorRange = element.useColorRange;
+
+ _element.ElementFinalColor = element.ElementFinalColor;
+
+ _element.ElementTint = element.ElementTint;
+
+ _element.SubElementColor_Start = element.SubElementColor_Start;
+ _element.SubElementColor_End = element.SubElementColor_End;
+
+ _element.useScaleCurve = element.useScaleCurve;
+ _element.ScaleCurve = new AnimationCurve(element.ScaleCurve.keys);
+
+
+ _element.OverrideDynamicEdgeBoost = element.OverrideDynamicEdgeBoost;
+ _element.DynamicEdgeBoostOverride = element.DynamicEdgeBoostOverride;
+
+ _element.OverrideDynamicCenterBoost = element.OverrideDynamicCenterBoost;
+ _element.DynamicCenterBoostOverride = element.DynamicCenterBoostOverride;
+
+ _element.OverrideDynamicEdgeBrightness = element.OverrideDynamicEdgeBrightness;
+ _element.DynamicEdgeBrightnessOverride = element.DynamicEdgeBrightnessOverride;
+
+ _element.OverrideDynamicCenterBrightness = element.OverrideDynamicCenterBrightness;
+ _element.DynamicCenterBrightnessOverride = element.DynamicCenterBrightnessOverride;
+
+ _element.size = element.size;
+
+ for(int i = 0; i < element.subElements.Count; i++){
+
+ SubElement Sub = new SubElement();
+
+ Sub.color = element.subElements[i].color;
+ Sub.position = element.subElements[i].position;
+ Sub.offset = element.subElements[i].offset;
+ Sub.angle = element.subElements[i].angle;
+ Sub.scale = element.subElements[i].scale;
+ Sub.random = element.subElements[i].random;
+ Sub.random2= element.subElements[i].random2;
+
+
+ Sub.RandomScaleSeed = element.subElements[i].RandomScaleSeed;
+ Sub.RandomColorSeedR = element.subElements[i].RandomColorSeedR;
+ Sub.RandomColorSeedG = element.subElements[i].RandomColorSeedG;
+ Sub.RandomColorSeedB = element.subElements[i].RandomColorSeedB;
+ Sub.RandomColorSeedA = element.subElements[i].RandomColorSeedA;
+
+ _element.subElements.Add(Sub);
+ }
+
+ _element.type = element.type;
+
+ return _element;
+
+ }
+
+ void OnSceneGUI () {
+ _flare = target as ProFlare;
+ if(!_flare.UseAngleLimit)
+ return;
+
+ Handles.color = new Color(1f,1f,1f,0.2f);
+
+ Handles.DrawSolidArc(_flare.transform.position,
+ _flare.transform.up,
+ _flare.transform.forward,
+ _flare.maxAngle/2,
+ 5);
+
+ Handles.DrawSolidArc(_flare.transform.position,
+ _flare.transform.up,
+ _flare.transform.forward,
+ -_flare.maxAngle/2,
+ 5);
+
+ Handles.color = Color.white;
+
+ Handles.ScaleValueHandle(_flare.maxAngle,
+ _flare.transform.position + _flare.transform.forward*5,
+ _flare.transform.rotation,
+ 1,
+ Handles.ConeCap,
+ 2);
+ }
+}
diff --git a/Assets/ProFlares/Editor/ProFlareInspector.cs.meta b/Assets/ProFlares/Editor/ProFlareInspector.cs.meta
new file mode 100644
index 0000000..0db9966
--- /dev/null
+++ b/Assets/ProFlares/Editor/ProFlareInspector.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1fd7269d6f0ea374ba2efc6a89068ffb
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Editor/Resources.meta b/Assets/ProFlares/Editor/Resources.meta
new file mode 100644
index 0000000..5bc65f8
--- /dev/null
+++ b/Assets/ProFlares/Editor/Resources.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 3d6b2216e2b2d7048b5d6bfe78890d72
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Editor/Resources/visibility-Off.png b/Assets/ProFlares/Editor/Resources/visibility-Off.png
new file mode 100644
index 0000000..f42bc78
--- /dev/null
+++ b/Assets/ProFlares/Editor/Resources/visibility-Off.png
Binary files differ
diff --git a/Assets/ProFlares/Editor/Resources/visibility-Off.png.meta b/Assets/ProFlares/Editor/Resources/visibility-Off.png.meta
new file mode 100644
index 0000000..66bd174
--- /dev/null
+++ b/Assets/ProFlares/Editor/Resources/visibility-Off.png.meta
@@ -0,0 +1,106 @@
+fileFormatVersion: 2
+guid: fe1e62a8b79639046bdfd9e02caf8f15
+TextureImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 11
+ mipmaps:
+ mipMapMode: 0
+ enableMipMap: 1
+ sRGBTexture: 1
+ linearTexture: 0
+ fadeOut: 0
+ borderMipMap: 0
+ mipMapsPreserveCoverage: 0
+ alphaTestReferenceValue: 0.5
+ mipMapFadeDistanceStart: 1
+ mipMapFadeDistanceEnd: 3
+ bumpmap:
+ convertToNormalMap: 0
+ externalNormalMap: 0
+ heightScale: 0.25
+ normalMapFilter: 0
+ isReadable: 0
+ streamingMipmaps: 0
+ streamingMipmapsPriority: 0
+ vTOnly: 0
+ grayScaleToAlpha: 0
+ generateCubemap: 6
+ cubemapConvolution: 0
+ seamlessCubemap: 0
+ textureFormat: -1
+ maxTextureSize: 1024
+ textureSettings:
+ serializedVersion: 2
+ filterMode: -1
+ aniso: -1
+ mipBias: -100
+ wrapU: -1
+ wrapV: -1
+ wrapW: -1
+ nPOTScale: 1
+ lightmap: 0
+ compressionQuality: 50
+ spriteMode: 0
+ spriteExtrude: 1
+ spriteMeshType: 1
+ alignment: 0
+ spritePivot: {x: 0.5, y: 0.5}
+ spritePixelsToUnits: 100
+ spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+ spriteGenerateFallbackPhysicsShape: 1
+ alphaUsage: 1
+ alphaIsTransparency: 0
+ spriteTessellationDetail: -1
+ textureType: 0
+ textureShape: 1
+ singleChannelComponent: 0
+ maxTextureSizeSet: 0
+ compressionQualitySet: 0
+ textureFormatSet: 0
+ ignorePngGamma: 0
+ applyGammaDecoding: 1
+ platformSettings:
+ - serializedVersion: 3
+ buildTarget: DefaultTexturePlatform
+ maxTextureSize: 1024
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 1
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 0
+ androidETC2FallbackOverride: 0
+ forceMaximumCompressionQuality_BC6H_BC7: 0
+ - serializedVersion: 3
+ buildTarget: iPhone
+ maxTextureSize: 32
+ resizeAlgorithm: 0
+ textureFormat: -1
+ textureCompression: 0
+ compressionQuality: 50
+ crunchedCompression: 0
+ allowsAlphaSplitting: 0
+ overridden: 1
+ androidETC2FallbackOverride: 0
+ forceMaximumCompressionQuality_BC6H_BC7: 0
+ spriteSheet:
+ serializedVersion: 2
+ sprites: []
+ outline: []
+ physicsShape: []
+ bones: []
+ spriteID:
+ internalID: 0
+ vertices: []
+ indices:
+ edges: []
+ weights: []
+ secondaryTextures: []
+ spritePackingTag:
+ pSDRemoveMatte: 0
+ pSDShowRemoveMatteOption: 0
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Editor/Resources/visibility-On.png b/Assets/ProFlares/Editor/Resources/visibility-On.png
new file mode 100644
index 0000000..5ed55dc
--- /dev/null
+++ b/Assets/ProFlares/Editor/Resources/visibility-On.png
Binary files differ
diff --git a/Assets/ProFlares/Editor/Resources/visibility-On.png.meta b/Assets/ProFlares/Editor/Resources/visibility-On.png.meta
new file mode 100644
index 0000000..9ed2589
--- /dev/null
+++ b/Assets/ProFlares/Editor/Resources/visibility-On.png.meta
@@ -0,0 +1,106 @@
+fileFormatVersion: 2
+guid: 94ff086058450464b83a46b96da6ca48
+TextureImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 11
+ mipmaps:
+ mipMapMode: 0
+ enableMipMap: 0
+ sRGBTexture: 1
+ linearTexture: 0
+ fadeOut: 0
+ borderMipMap: 0
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diff --git a/Assets/ProFlares/OculusRift.zip b/Assets/ProFlares/OculusRift.zip
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+
+This version of ProFlares was tested with - OVR V0.5.0.1
+
+
+To add Oculus Rift Support to ProFlares.
+
+1 - Import the latest Oculus Rift SDK to your project.
+
+2 - Then Unzip the OculusRift.zip, This will add an extra option to your ProFlares Menu.
+
+3 - To use, select your OVRCameraRig then use option. : 'Window->ProFlares->Create VR Setup On Selected OVR Camera'
+
+ This will add a ProFlares VR setup, on the LeftEyeAnchor.
+
+4 - Connect a ProFlareAtlas to the created ProFlareBatch.
+
+ This is the basic setup complete, you can now add flares to your scene.
+
+
+VR Flare Depth -
+This is a new setting on a ProFlareBatch that is setup in VR mode. It used to control the depth of that is added to a flare. Zero is completely flat, 0.2 is Default. Any higher than 0.5 may cause to much depth and cause eye strain.
+
+NOTE - If modifying this value make sure that both the left and right ProFlareBatch have the same Value!
+
+NOTE - If using OVRPlayerController take note that the collider attached to the OVRPlayerController can occlude flares, use the layer mask feature to mask the OVRPlayerController collider.
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index 0000000..ed70029
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diff --git a/Assets/ProFlares/Presets/Mega/Flares/SciFiBlue.txt b/Assets/ProFlares/Presets/Mega/Flares/SciFiBlue.txt
new file mode 100644
index 0000000..e18dc2a
--- /dev/null
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diff --git a/Assets/ProFlares/Presets/Mega/Flares/SpaceSun.prefab.meta b/Assets/ProFlares/Presets/Mega/Flares/SpaceSun.prefab.meta
new file mode 100644
index 0000000..999943d
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index 0000000..d9e72cd
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new file mode 100644
index 0000000..a6714bd
--- /dev/null
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new file mode 100644
index 0000000..65b4eab
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index 0000000..3f4ab23
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--- /dev/null
+++ b/Assets/ProFlares/ProFlares_ReadMe.txt
@@ -0,0 +1,78 @@
+
+|————————————————————————————————————————————————————|
+
+ProFlares - v1.0
+
+Thank you for purchasing ProFlares, I hope you enjoy using it. By supporting ProFlares you allow me to spend time supporting ProFlares and adding more features and content for free. :)
+
+If you have any queries or issues please do not hesitate to contact support. Please include your invoice number. - proflaresunity@gmail.com
+
+Full Documentation and support can be found at www.proflares.com
+
+Have you created something awesome using ProFlares and want to share it? I can post it in the gallery section of my website with links to your game.
+
+
+|————————————————————————————————————————————————————|
+
+ - Getting Started - Demos scenes.
+
+Included in ProFlares are four demos scenes
+
+IslandDemo - This shows of a number of real world use cases for ProFlares.
+
+Use the on screen controls to change between setups, click dragging to pan the camera and use the mouse wheel to zoom.
+
+The scene contains three distinct setups, the first being a day time sun, a spooky night time setup and an overcast day setup.
+
+The day setup uses one sun flare with a number of elements to create a natural flare. This flare is a great example of the Dynamic triggering feature.
+
+In the night setup there are three flares, which are all rendered in one draw call. Also an additional flare is parented to the camera and is used to give an off screen glow effect.
+
+The overcast setup uses two flares, the first being the main sun flare which is occluded by the trees. The second is a soft glow that isn’t occluded by the trees.
+
+All flares in this scene use the IslandDemoAtlas.
+
+
+Preset Preview -
+
+This scene is a great way to preview the example flares that ship with ProFlares, use the arrow keys to cycle through the flares and click drag anywhere on screen to move the flare. Try positioning the flare just of screen to see how the dynamic triggering feature causes flares to get brighter just as they leave the screen.
+
+All flares in this scene use the MegaAtlas.
+
+
+Multiple Camera Demo -
+
+This scene demonstrates how to setup ProFlares to work with multiple cameras. The switching of cameras is handled by MultiCameraDemo.cs script.
+
+Split Screen Demo -
+
+This demo shows how to use pro flares in a split screen environment. Each flare is rendered by two ProFlareBatch setups, one for each camera perspective.
+
+
+|————————————————————————————————————————————————————|
+
+
+- Understanding ProFlare atlases -
+
+ProFlares is very efficient at rendering flares, one of the reasons for this as it utilises ‘Texture Atlases’.
+
+A texture atlas is a texture that contains multiple images of individual elements.
+
+ProFlares ships with three atlases, BasicAtlas, MegaAtlas and an additional Atlas for the IslandDemo Scene.
+
+The basic atlas contains the essential building blocks of many types of lens flares, but only contains a small number of elements from the library. For more advanced flares consider working with the mega atlas.
+
+The mega atlas is much larger and contains more varied flare elements. Using this atlas is great for testing out ideas, but you may find that your only using a small number of elements from the atlas. This will be waste full in texture memory especially on mobile. In this case you may wish to create an new atlas that is only using the flare elements that are used by your flare. If you use the same elements names in your new atlas you can swap out the mega atlas for your new one without any issues.
+
+You can mix multiple atlases in the same scene. You will just need to have an additional ProFlareBatch in your scene, e.g. one for each atlas used.
+
+For more information on using and creating texture atlas go to ProFlares.com
+
+|————————————————————————————————————————————————————|
+
+ - Accessing the Elements Library -
+
+For convenience I have included the ‘ProFlares Element Library’ as a zip file. As it contains over 120 large images and can take a while to import directly into unity. It is recommend that you move the file before unzipping it to avoid unnecessarily long import times.
+
+
+For more tutorials and documentation please visit www.ProFlares.com \ No newline at end of file
diff --git a/Assets/ProFlares/ProFlares_ReadMe.txt.meta b/Assets/ProFlares/ProFlares_ReadMe.txt.meta
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diff --git a/Assets/ProFlares/ProFlares_WhatsNew.txt b/Assets/ProFlares/ProFlares_WhatsNew.txt
new file mode 100644
index 0000000..183d994
--- /dev/null
+++ b/Assets/ProFlares/ProFlares_WhatsNew.txt
@@ -0,0 +1,49 @@
+———- V1.08 —————
+
+This update is focused on making ProFlares more stable and flexible. Its now safe to save your ProFlares Setups as a prefab and instantiate them when necessary.
+
+- Official Unity5 Support
+
+- Import and export flares as Json data.
+
+- Updated Oculus support
+
+- Scale flares based on their transform
+
+- Number of bug fixes
+
+———- V1.05 —————
+
+Optimisations!!!
+
+The core of the ProFlareBatch script has seen some massive performance improvements so just updating ProFlares to v1.05 will see most use cases the CPU time spent reduce by half if not more, and this is without the culling system.
+
+The new culling system.
+
+Overview.
+
+The new culling system has been designed to improve CPU performance for scenes that use lots of flares, and a which some of them may go off screen for a period of time.
+
+ProFlares batches all flares that use the same texture into one draw call. It does this by keeping track of all the flares and building them into one mesh. This works great as it doesn't require any allocation per frame. The only down side is that flares that may be offscreen still need processing.
+
+The culling system fixes this overhead. It detects flares that are off screen and removes them from the list. Rebuilding the list is expensive so the culling system tries to do it intelligently. If a flare goes off screen it has a good chance it might come back on screen in the next few seconds. So it will not be culled before a timer has ran making sure its off screen for at least a little while. Culling one flare won’t improve performance enough so its not worth rebuilding the flares list, so the culling system waits until enough flares have been of screen for long enough before rebuilding the flares list.
+
+When a culled flare has become visible again we are forced to rebuild the flares list, but if we delay just slightly we may catch a second or more flares that might be now visible. Then the flares list is only rebuilt once.
+
+Enabling the culling system.
+
+The settings for culling system are found on you ProFlareBatch script. Turn on ‘Use Flare Culling’ to enable it.
+
+‘Cull Flares After Seconds’ : This is the length of time a flare must be of screen before it can be culled.
+
+‘Cull Flares when can cull # Flares’ : When the number of flares that can be culled is equal to or greater than this number. The Flares list is rebuilt and the offscreen flares become culled.
+
+Should culling always be on?
+
+As discussed rebuilding the Flares list does have its cost, so in some cases using culling doesn't make sense. If you only have a small number of flares and they remain mainly on screen, the culling system probably wont save you much CPU time.
+
+If your scene has lots of flares that rapidly go on and off screen, you could get to the point when Flares list is getting rebuilt too often. Experiment with the culling settings so that flares don’t get culled too quickly.
+
+Also each flare under its General Settings, has a ‘Never Cull’ setting. This will make the culling system ignore it.
+
+The ProFlareBatch inspector now displays all flares and there culling state, which is great for culling debugging. \ No newline at end of file
diff --git a/Assets/ProFlares/ProFlares_WhatsNew.txt.meta b/Assets/ProFlares/ProFlares_WhatsNew.txt.meta
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diff --git a/Assets/ProFlares/Scripts.meta b/Assets/ProFlares/Scripts.meta
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diff --git a/Assets/ProFlares/Scripts/ProFlare.cs b/Assets/ProFlares/Scripts/ProFlare.cs
new file mode 100644
index 0000000..d73abd9
--- /dev/null
+++ b/Assets/ProFlares/Scripts/ProFlare.cs
@@ -0,0 +1,437 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+/// <summary>
+/// ProFlare.cs
+/// Holds the definition of a flare and all of its features.
+/// </summary>
+
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+
+
+[System.Serializable]
+public class SubElement{
+ public Color color = Color.white;
+ public Color colorFinal = Color.white;
+ public float position = 0;
+ public Vector3 offset = Vector2.zero;
+ public float angle = 0;
+ public float scale = 0;
+ public float random = 0.5f;
+ public float random2= 0.5f;
+ public float RandomScaleSeed= 0.5f;
+ public float RandomColorSeedR = 0.5f;
+ public float RandomColorSeedG = 0.5f;
+ public float RandomColorSeedB = 0.5f;
+ public float RandomColorSeedA = 0.5f;
+}
+
+[System.Serializable]
+public class ProFlareElement{
+
+ public bool Editing;
+
+ public bool Visible = true;
+
+ //Element's texture index inside the texture atlas.
+ public int elementTextureID;
+
+ //Elements Sprite name from the texture atlas, this isn't checked at runtime. Its only used to help stop flares breaking when the atlas changes.
+ public string SpriteName;
+
+ public ProFlare flare;
+
+ public ProFlareAtlas flareAtlas;
+
+ public float Brightness = 1;
+ public float Scale = 1;
+ public float ScaleRandom = 0;
+ public float ScaleFinal = 1;
+
+ public Vector4 RandomColorAmount = Vector4.zero;
+
+ //Element OffSet Properties
+ public float position;
+
+ public bool useRangeOffset = false;
+
+ public float SubElementPositionRange_Min = -1f;
+ public float SubElementPositionRange_Max = 1f;
+
+ public float SubElementAngleRange_Min = -180f;
+ public float SubElementAngleRange_Max = 180f;
+
+
+ public Vector3 OffsetPosition;
+
+ public Vector3 Anamorphic = Vector3.zero;
+
+ public Vector3 OffsetPostion = Vector3.zero;
+
+
+ //Element Rotation Properties
+ public float angle = 0;
+ public float FinalAngle = 0; //Final angle used by FlareBatch
+ public bool useRandomAngle;
+ public bool useStarRotation;
+ public float AngleRandom_Min;
+ public float AngleRandom_Max;
+ public bool OrientToSource;
+ public bool rotateToFlare;
+ public float rotationSpeed;
+ public float rotationOverTime;
+
+
+ //Colour Properties,
+ public bool useColorRange;
+
+ public Color ElementFinalColor;
+
+ public Color ElementTint = new Color(1,1,1,0.33f);
+
+
+ public Color SubElementColor_Start = Color.white;
+ public Color SubElementColor_End = Color.white;
+
+ //Scale Curve
+ public bool useScaleCurve;
+ public AnimationCurve ScaleCurve = new AnimationCurve(new Keyframe(0, 0.1f), new Keyframe(0.5f, 1.0f), new Keyframe(1.0f, 0.1f));
+
+
+ //Override Properties
+ public bool OverrideDynamicEdgeBoost;
+ public float DynamicEdgeBoostOverride = 1f;
+
+ public bool OverrideDynamicCenterBoost;
+ public float DynamicCenterBoostOverride = 1f;
+
+ public bool OverrideDynamicEdgeBrightness;
+ public float DynamicEdgeBrightnessOverride = 0.4f;
+
+ public bool OverrideDynamicCenterBrightness;
+ public float DynamicCenterBrightnessOverride = 0.4f;
+
+ //public SubElement[] subElements;
+ public List<SubElement> subElements = new List<SubElement>();
+
+
+
+ public Vector2 size = Vector2.one;
+
+ public enum Type{
+ Single,
+ Multi
+ }
+
+#if UNITY_EDITOR
+
+ public bool EditDynamicTriggering;
+ public bool EditOcclusion;
+
+ public bool ElementSetting;
+ public bool OffsetSetting;
+ public bool ColorSetting;
+ public bool ScaleSetting;
+ public bool RotationSetting;
+ public bool OverrideSetting;
+
+ public Texture2D colorTexture;
+ public bool colorTextureDirty;
+#endif
+
+ public Type type;
+}
+
+[ExecuteInEditMode]
+public class ProFlare : MonoBehaviour {
+
+
+ //Required External Objects
+ public ProFlareAtlas _Atlas;
+
+ public ProFlareBatch[] FlareBatches = new ProFlareBatch[0];
+
+ public bool EditingAtlas;
+
+ public bool isVisible = true;
+ //
+ public List<ProFlareElement> Elements = new List<ProFlareElement>();
+
+ //Cached Components
+ public Transform thisTransform;
+
+ //Screen space Flare Position
+ public Vector3 LensPosition;
+
+ //Global Settings
+ public bool EditGlobals;
+ public float GlobalScale = 100;
+ public bool MultiplyScaleByTransformScale = false;
+
+ public float GlobalBrightness = 1;
+ public Color GlobalTintColor = Color.white;
+
+
+ //Distance Fall off
+ public bool useMaxDistance = true;
+ public bool useDistanceScale = true;
+ public bool useDistanceFade = true;
+ public float GlobalMaxDistance = 150f;
+
+ //Angle Culling Properties
+ public bool UseAngleLimit;
+ public float maxAngle = 90f;
+ public bool UseAngleScale;
+ public bool UseAngleBrightness = true;
+ public bool UseAngleCurve;
+ public AnimationCurve AngleCurve = new AnimationCurve(new Keyframe(0, 0f), new Keyframe(1, 1.0f));
+
+ //Occlusion Properties
+ public LayerMask mask = 1;
+ public bool RaycastPhysics;
+ public bool Occluded = false;
+ public float OccludeScale = 1;
+
+#if UNITY_EDITOR
+ public GameObject OccludingObject;
+#endif
+
+ //Editor Inspector Toggles.
+#if UNITY_EDITOR
+ public bool EditDynamicTriggering;
+ public bool EditOcclusion;
+ public bool IoSetting;
+
+#endif
+
+
+ public float OffScreenFadeDist = 0.2f;
+
+ //Dynamic Edge Properties
+ public bool useDynamicEdgeBoost = false;
+ public float DynamicEdgeBoost = 1f;
+ public float DynamicEdgeBrightness = 0.1f;
+ public float DynamicEdgeRange = 0.3f;
+ public float DynamicEdgeBias = -0.1f;
+
+ public AnimationCurve DynamicEdgeCurve = new AnimationCurve(new Keyframe(0, 0f), new Keyframe(0.5f, 1), new Keyframe(1, 0f));
+
+ //Dynamic Center Properties
+ public bool useDynamicCenterBoost = false;
+ public float DynamicCenterBoost = 1f;
+ public float DynamicCenterBrightness = 0.2f;
+ public float DynamicCenterRange = 0.3f;
+ public float DynamicCenterBias = 0.0f;
+
+ public bool neverCull;
+
+
+ void Awake(){
+ DisabledPlayMode = false;
+ Initialised = false;
+ thisTransform = transform;
+ }
+
+ void Start(){
+ //Cache Transform.
+ thisTransform = transform;
+
+ if((_Atlas != null)&&(FlareBatches.Length == 0)){
+ PopulateFlareBatches();
+ }
+
+ if(!Initialised){
+ Init();
+ }
+
+ //Make Sure All elements reference the correct atlas.
+ for(int i = 0; i < Elements.Count; i++){
+ Elements[i].flareAtlas = _Atlas;
+ Elements[i].flare = this;
+ }
+ }
+
+
+ void PopulateFlareBatches(){
+
+ //Atlas is set but Flare is not try and find a FlareBatch with the same atlas;
+ ProFlareBatch[] flareBatchs = GameObject.FindObjectsOfType(typeof(ProFlareBatch)) as ProFlareBatch[];
+ int matchCount = 0;
+
+ foreach (ProFlareBatch flareBatch in flareBatchs){
+ if (flareBatch._atlas == _Atlas){
+ matchCount++;
+ }
+ }
+
+ FlareBatches = new ProFlareBatch[matchCount];
+
+ int count = 0;
+
+ foreach (ProFlareBatch flareBatch in flareBatchs){
+ if (flareBatch._atlas == _Atlas){
+ FlareBatches[count] = flareBatch;
+ count++;
+ }
+ }
+ }
+
+ bool Initialised;
+
+ void Init(){
+
+ if(thisTransform == null)
+ thisTransform = transform;
+
+ if(_Atlas == null)
+ return;
+
+ PopulateFlareBatches();
+
+
+ //Make Sure All elements reference the correct atlas.
+ for(int i = 0; i < Elements.Count; i++){
+ Elements[i].flareAtlas = _Atlas;
+ }
+
+ //All Conditions met, add flare to flare batch.
+ for(int i = 0; i < FlareBatches.Length; i++){
+ if(FlareBatches[i] != null)
+ if(FlareBatches[i]._atlas == _Atlas)
+ FlareBatches[i].AddFlare(this);
+ }
+
+ Initialised = true;
+ }
+
+ public void ReInitialise(){
+ Initialised = false;
+ Init();
+ }
+
+ /// <summary>
+ /// Rebuilding the FlareBatch geometry is more expensive than just updating it, and can cause a small hickup in the frame
+ /// While in play mode, we avoid doing a full rebuild by using a 'soft' enable/disable. If Flare isn't in the FlareBatches list it will always be added.
+ /// </summary>
+
+ public bool DisabledPlayMode;
+ void OnEnable(){
+ if(Application.isPlaying && DisabledPlayMode){
+ DisabledPlayMode = false;
+ }else{
+ if(_Atlas)
+ for(int i = 0; i < FlareBatches.Length; i++){
+ if(FlareBatches[i] != null){
+ FlareBatches[i].dirty = true;
+ }else{
+ Initialised = false;
+ }
+ }
+ Init();
+ }
+ }
+
+ void OnDisable(){
+ if(Application.isPlaying){
+ DisabledPlayMode = true;
+ }else{
+
+ for(int i = 0; i < FlareBatches.Length; i++){
+
+ if(FlareBatches[i] != null){
+ FlareBatches[i].RemoveFlare(this);// .Flares.Remove(this);
+ FlareBatches[i].dirty = true;
+ }else{
+
+ Initialised = false;
+ }
+ }
+ }
+ }
+
+ /// <summary>
+ /// If Flare is destroyed, it will be removed from the FlaresBatch List.
+ /// </summary>
+ void OnDestroy(){
+ for(int i = 0; i < FlareBatches.Length; i++){
+ if(FlareBatches[i] != null){
+// FlareBatches[i].Flares.Remove(this);
+ FlareBatches[i].RemoveFlare(this);// .Flares.Remove(this);
+ FlareBatches[i].dirty = true;
+ }else{
+ Initialised = false;
+ }
+ }
+ }
+
+ /// <summary>
+ /// Helper piece of code that only runs while in the editor.
+ /// It checks the state of the flare against its atlas.
+ /// </summary>
+#if UNITY_EDITOR
+ void LateUpdate(){
+ for(int i = 0; i < Elements.Count; i++){
+ if(Elements[i].SpriteName == ""){
+ Elements[i].SpriteName = _Atlas.elementsList[Elements[i].elementTextureID].name;
+ }
+ }
+
+ for(int i = 0; i < Elements.Count; i++){
+
+ bool error = false;
+
+ if(!_Atlas)
+ continue;
+
+ if(Elements[i].elementTextureID >= _Atlas.elementsList.Count){
+ Debug.LogWarning("ProFlares - Elements ID No longer exists");
+ error = true;
+ }
+
+ if(!error)
+ if(Elements[i].SpriteName != _Atlas.elementsList[Elements[i].elementTextureID].name){
+ Debug.LogWarning("Pro Flares - Where did my elements go? - Lets try and find it. -" + Elements[i].SpriteName,gameObject);
+ error = true;
+ }
+
+ if(error){
+ bool Found = false;
+ for(int i2 = 0; i2 < _Atlas.elementsList.Count; i2++){
+ if(Elements[i].SpriteName == _Atlas.elementsList[i2].name){
+ Debug.LogWarning("Pro Flares - Ah its ok i Found it = "+Elements[i].SpriteName);
+ Found = true;
+ Elements[i].elementTextureID = i2;
+ for(int f = 0; f < FlareBatches.Length; f++){
+ FlareBatches[f].dirty = true;
+ }
+ }
+ }
+ if(!Found){
+ Debug.LogError("Pro Flares - NOOOO.... It must of been deleted, resetting to first in list. :( -" +Elements[i].SpriteName,gameObject);
+ Elements[i].elementTextureID = 0;
+ Elements[i].SpriteName = _Atlas.elementsList[0].name;
+ for(int f = 0; f < FlareBatches.Length; f++){
+ FlareBatches[f].dirty = true;
+ }
+ }
+ }
+ }
+ }
+#endif
+
+
+
+ void Update () {
+ if(!Initialised){
+ Init();
+ }
+ }
+
+ void OnDrawGizmos() {
+ Gizmos.color = GlobalTintColor;
+ Gizmos.DrawSphere(transform.position,0.1f);
+ //Gizmos.DrawIcon(transform.position,"ProFlaresGizmo.tga",true);
+ }
+}
diff --git a/Assets/ProFlares/Scripts/ProFlare.cs.meta b/Assets/ProFlares/Scripts/ProFlare.cs.meta
new file mode 100644
index 0000000..bc04f71
--- /dev/null
+++ b/Assets/ProFlares/Scripts/ProFlare.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 15b6679336c128b459f37ee207e8c880
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Scripts/ProFlareAtlas.cs b/Assets/ProFlares/Scripts/ProFlareAtlas.cs
new file mode 100644
index 0000000..069b88b
--- /dev/null
+++ b/Assets/ProFlares/Scripts/ProFlareAtlas.cs
@@ -0,0 +1,36 @@
+
+/// ProFlares - v1.08- Copyright 2014-2015 All rights reserved - ProFlares.com
+
+
+using UnityEngine;
+using System.Collections.Generic;
+using System;
+
+public class ProFlareAtlas : MonoBehaviour {
+
+ [System.Serializable]
+ public class Element
+ {
+ public string name = "Flare Element";
+ public Rect UV = new Rect(0f, 0f, 1f, 1f);
+ public bool Imported;
+ }
+
+ public Texture2D texture;
+
+ public int elementNumber = 0;
+
+ public bool editElements = false;
+
+ [SerializeField] public List<Element> elementsList = new List<Element>();
+
+ public string[] elementNameList;
+
+ public void UpdateElementNameList(){
+ elementNameList = new string[elementsList.Count];
+
+ for(int i = 0; i < elementNameList.Length; i++)
+ elementNameList[i] = elementsList[i].name;
+ }
+
+}
diff --git a/Assets/ProFlares/Scripts/ProFlareAtlas.cs.meta b/Assets/ProFlares/Scripts/ProFlareAtlas.cs.meta
new file mode 100644
index 0000000..7966c72
--- /dev/null
+++ b/Assets/ProFlares/Scripts/ProFlareAtlas.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 983d17c1d441e7143bebbe304c0e50f2
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Scripts/ProFlareBatch.cs b/Assets/ProFlares/Scripts/ProFlareBatch.cs
new file mode 100644
index 0000000..3063111
--- /dev/null
+++ b/Assets/ProFlares/Scripts/ProFlareBatch.cs
@@ -0,0 +1,1318 @@
+/// ProFlares - v1.08 - Copyright 2014-2015 All rights reserved - ProFlares.com
+
+/// <summary>
+/// ProFlareBatch.cs
+/// Processes all the ProFlares in a scene, converts them into geometry that can be rendered.
+/// </summary>
+
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+
+
+
+[System.Serializable]
+public class FlareData {
+ public ProFlare flare;
+ public FlareOcclusion occlusion;
+}
+
+[System.Serializable]
+public class FlareOcclusion {
+ public bool occluded = false;
+ public float occlusionScale = 1;
+
+ public CullingState _CullingState;
+ public float CullTimer = 0;
+ public float cullFader = 1;
+
+ public enum CullingState{
+ Visible,
+ CullCountDown,
+ CanCull,
+ Culled,
+ NeverCull
+ }
+}
+
+[ExecuteInEditMode]
+[RequireComponent (typeof (MeshRenderer))]
+[RequireComponent (typeof (MeshFilter))]
+public class ProFlareBatch : MonoBehaviour {
+
+ public enum Mode{
+ Standard = 0,
+ SingleCamera = 1,
+ VR = 2
+ }
+
+ public bool debugMessages = true;
+
+ public Mode mode = Mode.Standard;
+
+ public ProFlareAtlas _atlas;
+
+ //List of flares
+ //public List<ProFlare> Flares = new List<ProFlare>();
+
+ public List<FlareData> FlaresList = new List<FlareData>();
+
+ //List of FlareElements
+
+ public List<ProFlareElement> FlareElements = new List<ProFlareElement>();
+ public ProFlareElement[] FlareElementsArray;
+
+ public Camera GameCamera;
+ public Transform GameCameraTrans;
+
+ //Camera that the flare geometry will be rendered from.
+ public Camera FlareCamera;
+ public Transform FlareCameraTrans;
+ //Cached Components
+ public MeshFilter meshFilter;
+ public Transform thisTransform;
+
+ public MeshRenderer meshRender;
+
+ public float zPos;
+
+ //Multiple meshes used for double buffering technique
+ private Mesh bufferMesh;
+ private Mesh meshA;
+ private Mesh meshB;
+
+ //Ping pong value for double Buffering
+ bool PingPong;
+
+ //Material used for the Flares, this is automatically created.
+ public Material mat;
+
+ //Geometry Arrays
+ Vector3[] vertices;
+ Vector2[] uv;
+ Color32[] colors;
+
+ int[] triangles;
+
+ public FlareOcclusion[] FlareOcclusionData;
+
+ //Debug Propertys
+ public bool useBrightnessThreshold = true;
+ public int BrightnessThreshold = 1;
+ public bool overdrawDebug;
+
+ //When set to true the Flarebatches' geomerty will be rebuilt.
+ public bool dirty = false;
+
+ public bool useCulling = true;
+ public int cullFlaresAfterTime = 5;
+ public int cullFlaresAfterCount = 5;
+
+ public bool culledFlaresNowVisiable = false;
+ private float reshowCulledFlaresTimer = 0;
+ public float reshowCulledFlaresAfter = 0.3f;
+
+ //HelperTransform used for FlarePositions calculations.
+ public Transform helperTransform;
+
+ public bool showAllConnectedFlares;
+
+ public bool VR_Mode = false;
+ public float VR_Depth = 0.2f;
+ public bool SingleCamera_Mode = false;
+
+ void Reset(){
+ if(helperTransform == null)
+ CreateHelperTransform();
+
+
+ mat = new Material(Shader.Find("ProFlares/Textured Flare Shader"));
+
+ if(meshFilter == null)
+ meshFilter = GetComponent<MeshFilter>();
+
+ if(meshFilter == null)
+ meshFilter = gameObject.AddComponent<MeshFilter>();
+
+ meshRender = gameObject.GetComponent<MeshRenderer>();
+
+ if(meshRender == null)
+ meshRender = gameObject.AddComponent<MeshRenderer>();
+
+
+ if(FlareCamera == null){
+ FlareCamera = transform.root.GetComponentInChildren<Camera>();
+ }
+
+ meshRender.material = mat;
+
+ SetupMeshes();
+
+ dirty = true;
+ }
+
+ void Awake(){
+ PI_Div180 = Mathf.PI / 180;
+ Div180_PI = 180 / Mathf.PI;
+
+ ProFlare[] flares = GameObject.FindObjectsOfType(typeof(ProFlare)) as ProFlare[];
+
+ for(int i = 0; i < flares.Length; i++){
+ if(flares[i]._Atlas == _atlas)
+ this.AddFlare(flares[i]);
+ }
+
+ }
+
+ void Start () {
+ //Turn off overdraw debug mode.
+ if(Application.isPlaying){
+ overdrawDebug = false;
+ //dirty = true;
+ }
+
+ if(GameCamera == null){
+ GameObject GameCameraGo = GameObject.FindWithTag("MainCamera");
+
+#if UNITY_5
+ if(GameCameraGo)
+ if(GameCameraGo.GetComponent<Camera>())
+ GameCamera = GameCameraGo.GetComponent<Camera>();
+
+#else
+ if(GameCameraGo)
+ if(GameCameraGo.GetComponent<Camera>())
+ GameCamera = GameCameraGo.GetComponent<Camera>();
+#endif
+ }
+
+ if(GameCamera)
+ GameCameraTrans = GameCamera.transform;
+
+ //Make sure we have the transform cached
+ thisTransform = transform;
+
+ SetupMeshes();
+
+ }
+
+ void CreateMat(){
+// Debug.LogError("CreateMat");
+ mat = new Material(Shader.Find("ProFlares/Textured Flare Shader"));
+ meshRender.material = mat;
+ if(_atlas)
+ if(_atlas.texture)
+ mat.mainTexture = _atlas.texture;
+ }
+
+
+
+ //Call when you switch your main render.
+ public void SwitchCamera(Camera newCamera){
+ GameCamera = newCamera;
+ GameCameraTrans = newCamera.transform;
+
+
+ //Update Occlusion data on changing camera new in v1.03
+ FixedUpdate();
+
+ for(int F = 0; F < FlaresList.Count; F++){
+ if(FlaresList[F].occlusion != null){
+ if(FlaresList[F].occlusion.occluded)
+ FlaresList[F].occlusion.occlusionScale = 0;
+
+ }
+ }
+
+ }
+
+ void OnDestroy(){
+ //Remove the helper transform.
+ if(Application.isPlaying){
+ Destroy(helperTransform.gameObject);
+ Destroy(mat);
+ }
+ else{
+ DestroyImmediate(helperTransform.gameObject);
+ DestroyImmediate(mat);
+ }
+ }
+
+ public void RemoveFlare(ProFlare _flare){
+ bool found = false;
+ FlareData targetFlare = null;
+ for(int i = 0; i < FlaresList.Count; i++){
+ if(_flare == FlaresList[i].flare){
+ targetFlare = FlaresList[i];
+ found = true;
+ break;
+ }
+ }
+
+ if(found)
+ FlaresList.Remove(targetFlare);
+ }
+
+
+ //Called from ProFlare.cs
+ //First checks if the flare is already in the list, if not adds it and rebuils the Flarebatch Geometry
+ public void AddFlare(ProFlare _flare){
+ bool found = false;
+
+ for(int i = 0; i < FlaresList.Count; i++){
+ if(_flare == FlaresList[i].flare){
+ found = true;
+ break;
+ }
+ }
+
+ if(!found){
+
+ FlareData FlareData_ = new FlareData();
+ FlareData_.flare = _flare;
+
+ FlareOcclusion data = new FlareOcclusion();
+
+ if(_flare.neverCull)
+ data._CullingState = FlareOcclusion.CullingState.NeverCull;
+
+ FlareData_.occlusion = data;
+
+
+ FlaresList.Add(FlareData_);
+
+
+ dirty = true;
+ }
+ }
+
+ void CreateHelperTransform(){
+
+ GameObject HelpTransformGo = new GameObject("_HelperTransform");
+
+ helperTransform = HelpTransformGo.transform;
+ helperTransform.parent = transform;
+ helperTransform.localScale = Vector3.one;
+ helperTransform.localPosition = Vector3.zero;
+ }
+
+ void Update(){
+
+ if(thisTransform)
+ thisTransform.localPosition = Vector3.forward*zPos;
+
+ //Checks if you have deleted the helper transform. If its missing recreate it.....
+ if(helperTransform == null)
+ CreateHelperTransform();
+
+ if(meshRender){
+ if(meshRender.sharedMaterial == null)
+ CreateMat();
+ }else
+ meshRender = gameObject.GetComponent<MeshRenderer>();
+
+ bool meshMissing = false;
+ if(meshA == null){
+ meshMissing = true;
+ // meshA = SetupSingleMesh();
+ // meshA.name = "MeshA";
+ // meshA.MarkDynamic();
+ }
+
+ if(meshB == null){
+ meshMissing = true;
+
+ // meshB = SetupSingleMesh();
+ // meshB.name = "MeshB";
+ // meshB.MarkDynamic();
+ }
+
+ if(meshMissing)
+ if(_atlas != null)
+ SetupMeshes();
+
+ if(dirty)
+ ReBuildGeometry();
+ }
+
+ //Late update
+ void LateUpdate () {
+
+ if(_atlas == null)
+ return;
+
+ UpdateFlares();
+
+ }
+
+ public void UpdateFlares(){
+
+ bufferMesh = PingPong ? meshA : meshB;
+
+ PingPong = !PingPong;
+
+ UpdateGeometry();
+
+ //Profiler.BeginSample("Set Arrays");
+
+ bufferMesh.vertices = vertices;
+
+ bufferMesh.colors32 = colors;
+
+ meshFilter.sharedMesh = bufferMesh;
+ //Profiler.EndSample();
+ }
+
+ public void ForceRefresh(){
+
+ FlaresList.Clear();
+
+ ProFlare[] flares = GameObject.FindObjectsOfType(typeof(ProFlare)) as ProFlare[];
+
+ for(int i = 0; i < flares.Length; i++){
+ if(flares[i]._Atlas == _atlas)
+ this.AddFlare(flares[i]);
+ }
+
+ dirty = true;
+ }
+
+
+ void ReBuildGeometry(){
+#if UNITY_EDITOR
+ //See when the geometry is built, try and avoid triggering this in the middle of your game.
+ //This can be triggered by the new culling system, if your only using a few flares you may want to turn it off as the speed increase from culling will be more limited.
+ if(debugMessages)
+ Debug.Log("ProFlares - Rebuilding Geometry : "+ gameObject.name,gameObject);
+#endif
+
+ FlareElements.Clear();
+
+ int flareElementsCount = 0;
+ bool missingFlare = false;
+ for(int i = 0; i < FlaresList.Count; i++){
+
+ if(FlaresList[i].flare == null){
+ missingFlare = true;
+ break;
+ }
+
+ for(int i2 = 0; i2 < FlaresList[i].flare.Elements.Count; i2++){
+ // FlareElements.Add(Flares[i].Elements[i2]);
+
+ if(FlaresList[i].occlusion._CullingState == FlareOcclusion.CullingState.CanCull){
+ FlaresList[i].occlusion._CullingState = FlareOcclusion.CullingState.Culled;
+ FlaresList[i].occlusion.cullFader = 0;
+ }
+
+
+ if(FlaresList[i].occlusion._CullingState != FlareOcclusion.CullingState.Culled){
+ flareElementsCount++;
+ }
+
+ }
+ }
+
+ FlareElementsArray = new ProFlareElement[flareElementsCount];
+
+ flareElementsCount = 0;
+ if(!missingFlare)
+ for(int i = 0; i < FlaresList.Count; i++){
+
+ for(int i2 = 0; i2 < FlaresList[i].flare.Elements.Count; i2++){
+ if(FlaresList[i].occlusion._CullingState != FlareOcclusion.CullingState.Culled){
+
+ FlareElementsArray[flareElementsCount] = (FlaresList[i].flare.Elements[i2]);
+ flareElementsCount++;
+ }
+ }
+ }
+
+ if(missingFlare){
+ ForceRefresh();
+ ReBuildGeometry();
+ missingFlare = false;
+
+ }
+ meshA = null;
+ meshB = null;
+ bufferMesh = null;
+
+ SetupMeshes();
+ dirty = false;
+ }
+
+ void SetupMeshes()
+ {
+
+ if(_atlas == null)
+ return;
+
+ if(FlareElementsArray == null)
+ return;
+
+ meshA = new Mesh();
+ meshB = new Mesh();
+
+
+ int vertSize = 0;
+ int uvSize = 0;
+ int colSize = 0;
+ int triCount = 0;
+
+ //Calculate how big each array needs to be based on the Flares
+ for(int i = 0; i < FlareElementsArray.Length; i++){
+ switch(FlareElementsArray[i].type){
+ case(ProFlareElement.Type.Single):
+ {
+ vertSize = vertSize+4;
+ uvSize = uvSize+4;
+ colSize = colSize+4;
+ triCount = triCount+6;
+ }
+ break;
+ case(ProFlareElement.Type.Multi):
+ {
+ int subCount = FlareElementsArray[i].subElements.Count;
+ vertSize = vertSize+(4*subCount);
+ uvSize = uvSize+(4*subCount);
+ colSize = colSize+(4*subCount);
+ triCount = triCount+(6*subCount);
+ }
+ break;
+ }
+ }
+
+
+ //Create Built in arrays
+ vertices = new Vector3[vertSize];
+ uv = new Vector2[uvSize];
+ colors = new Color32[colSize];
+ triangles = new int[triCount];
+
+
+ //Set Inital valuse for each vertex
+ for(int i = 0; i < vertices.Length/4; i++){
+ int extra = i * 4;
+ vertices[0+extra] = new Vector3(1,1,0); //((Vector3.right)+(Vector3.up));
+ vertices[1+extra] = new Vector3(1,-1,0);//((Vector3.right)+(Vector3.down));
+ vertices[2+extra] = new Vector3(-1,1,0);//((Vector3.left)+(Vector3.up));
+ vertices[3+extra] = new Vector3(-1,-1,0);//((Vector3.left)+(Vector3.down));
+ }
+
+ //Set UV coordinates for each vertex, this only needs to be done in the mesh rebuild.
+ int count = 0;
+ for(int i = 0; i < FlareElementsArray.Length; i++){
+ switch(FlareElementsArray[i].type){
+ case(ProFlareElement.Type.Single):
+ {
+ int extra = (count) * 4;
+ Rect final = _atlas.elementsList[FlareElementsArray[i].elementTextureID].UV;
+ uv[0+extra] = new Vector2(final.xMax,final.yMax);
+ uv[1+extra] = new Vector2(final.xMax,final.yMin);
+ uv[2+extra] = new Vector2(final.xMin,final.yMax);
+ uv[3+extra] = new Vector2(final.xMin,final.yMin);
+ count++;
+ }break;
+ case(ProFlareElement.Type.Multi):
+ {
+ for(int i2 = 0; i2 < FlareElementsArray[i].subElements.Count; i2++){
+
+ int extra2 = (count+i2) * 4;
+
+ Rect final = _atlas.elementsList[FlareElementsArray[i].elementTextureID].UV;
+
+ uv[0+extra2] = new Vector2(final.xMax,final.yMax);
+ uv[1+extra2] = new Vector2(final.xMax,final.yMin);
+ uv[2+extra2] = new Vector2(final.xMin,final.yMax);
+ uv[3+extra2] = new Vector2(final.xMin,final.yMin);
+
+ }
+ count = count+FlareElementsArray[i].subElements.Count;
+ }break;
+ }
+ }
+ Color32 newColor = new Color32(255,255,255,255);
+ //Set inital vertex colors.
+ for(int i = 0; i < colors.Length/4; i++){
+ int extra = i * 4;
+ colors[0+extra] = newColor;
+ colors[1+extra] = newColor;
+ colors[2+extra] = newColor;
+ colors[3+extra] = newColor;
+ }
+
+
+
+ //Set triangle array, this is only done in the mesh rebuild.
+ for(int i = 0; i < triangles.Length/6; i++){
+ int extra = i * 4;
+ int extra2 = i * 6;
+ triangles[0+extra2] = 0+extra;
+ triangles[1+extra2] = 1+extra;
+ triangles[2+extra2] = 2+extra;
+ triangles[3+extra2] = 2+extra;
+ triangles[4+extra2] = 1+extra;
+ triangles[5+extra2] = 3+extra;
+ }
+
+ meshA.vertices = vertices;
+ meshA.uv = uv;
+ meshA.triangles = triangles;
+ meshA.colors32 = colors;
+
+ meshA.bounds = new Bounds(Vector3.zero,Vector3.one*1000);
+
+ meshB.vertices = vertices;
+ meshB.uv = uv;
+ meshB.triangles = triangles;
+ meshB.colors32 = colors;
+ meshB.bounds = new Bounds(Vector3.zero,Vector3.one*1000);
+
+ }
+
+
+ Vector3[] verts;
+ Vector2 _scale;
+ Color32 _color;
+
+ float PI_Div180;
+ float Div180_PI;
+
+ int visibleFlares = 0;
+
+ /*
+ public Vector3 RotatePoint(Vector3 p, float d,float ct,float st) {
+ //float r = d * (Mathf.PI / 180);
+ //float ct = Mathf.Cos(r);
+ //float st = Mathf.Sin(r);
+ float x = (ct * p.x - st * p.y);
+ float y = (st * p.x + ct * p.y);
+ return new Vector3(x,y,0);
+ }*/
+
+ void FixedUpdate(){
+
+
+ if(!dirty)
+ for(int F = 0; F < FlaresList.Count; F++){
+
+ if(FlaresList[F].flare == null)
+ continue;
+
+ ProFlare flare_ = FlaresList[F].flare;
+ FlareOcclusion data = FlaresList[F].occlusion;
+
+
+ if(flare_.RaycastPhysics){
+
+ RaycastHit hit;
+
+ Vector3 direction = GameCameraTrans.position-flare_.thisTransform.position;
+
+ float distanceRay = Vector3.Distance(GameCameraTrans.position,flare_.thisTransform.position);
+
+ data.occluded = true;
+
+ if(flare_.isVisible){
+
+ Ray ray = new Ray(flare_.thisTransform.position,direction);
+
+ if (Physics.Raycast(ray, out hit,distanceRay,flare_.mask)){
+
+ //Flares[F].Occluded = true;
+
+ data.occluded = true;
+
+ #if UNITY_EDITOR
+ Debug.DrawRay(flare_.thisTransform.position,direction,Color.red);
+
+ flare_.OccludingObject = hit.collider.gameObject;
+ #endif
+ }else{
+ data.occluded = false;
+
+ #if UNITY_EDITOR
+ flare_.OccludingObject = null;
+
+
+ Debug.DrawRay(flare_.thisTransform.position,direction);
+ #endif
+ }
+ }
+ }
+ }
+ }
+
+
+
+ void UpdateGeometry(){
+
+ if(GameCamera == null){
+ meshRender.enabled = false;
+ return;
+ }
+
+ meshRender.enabled = true;
+ //Profiler.BeginSample("Update Pos");
+ visibleFlares = 0;
+ int canCullFlares = 0;
+ for(int F = 0; F < FlaresList.Count; F++){
+ //Profiler.BeginSample("Lens Pos");
+
+ ProFlare flare_ = FlaresList[F].flare;
+ FlareOcclusion data = FlaresList[F].occlusion;
+
+ if(flare_ == null)
+ continue;
+
+// Debug.Log("UpdateGeometry");
+
+
+ flare_.LensPosition = GameCamera.WorldToViewportPoint(flare_.thisTransform.position);
+
+ Vector3 LensPosition = flare_.LensPosition;
+
+ //LensPosition = new Vector3(Random.Range(-1f,1f),Random.Range(-1f,1f),Random.Range(-1f,1f));
+
+ bool isVisible = (LensPosition.z > 0f && LensPosition.x+flare_.OffScreenFadeDist > 0f && LensPosition.x-flare_.OffScreenFadeDist < 1f && LensPosition.y+flare_.OffScreenFadeDist > 0f && LensPosition.y-flare_.OffScreenFadeDist < 1f);
+ flare_.isVisible = isVisible;
+ //Profiler.EndSample();
+ //Profiler.BeginSample("offScreen Fading");
+
+ //Off Screen fading
+ float offScreenFade = 1;
+ if(!(LensPosition.x > 0f && LensPosition.x < 1f && LensPosition.y > 0f && LensPosition.y < 1f)){
+ float offScreenNorm = 1f/flare_.OffScreenFadeDist;
+ float xPos = 0;
+ float yPos = 0;
+
+ if(!(LensPosition.x > 0f && LensPosition.x < 1f))
+ xPos = LensPosition.x > 0.5f ? LensPosition.x-1f : Mathf.Abs(LensPosition.x);
+
+ if(!(LensPosition.y > 0f && LensPosition.y < 1f))
+ yPos = LensPosition.y > 0.5f ? LensPosition.y-1f : Mathf.Abs(LensPosition.y);
+
+ offScreenFade = Mathf.Clamp01( offScreenFade - (Mathf.Max(xPos,yPos))*offScreenNorm);
+ }
+
+
+ //Profiler.EndSample();
+ //Profiler.BeginSample("Dynamic Triggering");
+
+ //Dynamic Triggering Center
+ float centerBoost = 0;
+ if(LensPosition.x > 0.5f-flare_.DynamicCenterRange && LensPosition.x < 0.5f+flare_.DynamicCenterRange && LensPosition.y > 0.5f-flare_.DynamicCenterRange && LensPosition.y < 0.5f+flare_.DynamicCenterRange){
+ if(flare_.DynamicCenterRange > 0){
+ float centerBoostNorm = 1/(flare_.DynamicCenterRange);
+ centerBoost = 1-Mathf.Max(Mathf.Abs(LensPosition.x-0.5f),Mathf.Abs(LensPosition.y-0.5f))*centerBoostNorm;
+ }
+ }
+
+ //Dynamic Triggering Edge
+ float DynamicEdgeAmount = 0;
+
+ bool isInEdgeZone1 = (
+ LensPosition.x > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) &&
+ LensPosition.x < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange) &&
+ LensPosition.y > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) &&
+ LensPosition.y < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange)
+ );
+
+ bool isInEdgeZone2 = (
+ LensPosition.x+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias &&
+ LensPosition.x-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias &&
+ LensPosition.y+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias &&
+ LensPosition.y-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias
+ );
+
+ if(!isInEdgeZone1&&isInEdgeZone2){
+
+ float DynamicEdgeNormalizeValue = 1/(flare_.DynamicEdgeRange);
+ float DynamicEdgeX = 0;
+ float DynamicEdgeY = 0;
+
+ bool isInEdgeZoneX1 = (LensPosition.x > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) && LensPosition.x < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange));
+ bool isInEdgeZoneX2 = (LensPosition.x+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias && LensPosition.x-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias);
+ bool isInEdgeZoneY1 = (LensPosition.y > 0f+flare_.DynamicEdgeBias+(flare_.DynamicEdgeRange) && LensPosition.y < 1f-flare_.DynamicEdgeBias-(flare_.DynamicEdgeRange));
+ bool isInEdgeZoneY2 = (LensPosition.y+(flare_.DynamicEdgeRange) > 0f+flare_.DynamicEdgeBias && LensPosition.y-(flare_.DynamicEdgeRange) < 1f-flare_.DynamicEdgeBias);
+
+ if(!isInEdgeZoneX1&&isInEdgeZoneX2){
+ DynamicEdgeX = LensPosition.x > 0.5f ? (LensPosition.x - 1 +flare_.DynamicEdgeBias) + (flare_.DynamicEdgeRange) : Mathf.Abs(LensPosition.x -flare_.DynamicEdgeBias - (flare_.DynamicEdgeRange));
+
+ DynamicEdgeX = (DynamicEdgeX*DynamicEdgeNormalizeValue)*0.5f;
+ }
+
+ if(!isInEdgeZoneY1&&isInEdgeZoneY2){
+ DynamicEdgeY = LensPosition.y > 0.5f ? (LensPosition.y - 1 + flare_.DynamicEdgeBias) + (flare_.DynamicEdgeRange) : Mathf.Abs(LensPosition.y-flare_.DynamicEdgeBias - (flare_.DynamicEdgeRange));
+
+ DynamicEdgeY = (DynamicEdgeY*DynamicEdgeNormalizeValue)*0.5f;
+ }
+
+ DynamicEdgeAmount = Mathf.Max(DynamicEdgeX,DynamicEdgeY);
+ }
+
+
+ DynamicEdgeAmount = flare_.DynamicEdgeCurve.Evaluate(DynamicEdgeAmount);
+
+ //Profiler.EndSample();
+ //Profiler.BeginSample("Angle Fall Off");
+
+
+
+ /*
+ float AngleFallOff = 1;
+
+
+
+ if(flare_.UseAngleLimit){
+ Vector3 playerAngle = flare_.thisTransform.forward;
+
+
+ Vector3 cameraAngle = GameCameraTrans.forward;
+
+ float horizDiffAngle = Vector3.Angle(cameraAngle, playerAngle);
+
+
+ horizDiffAngle = Mathf.Abs( Mathf.Clamp(180-horizDiffAngle,-flare_.maxAngle,flare_.maxAngle));
+
+ AngleFallOff = 1f-(horizDiffAngle*(1f/(flare_.maxAngle*0.5f)));
+
+ if(flare_.UseAngleCurve)
+ AngleFallOff = flare_.AngleCurve.Evaluate(AngleFallOff);
+ }*/
+
+
+ float AngleFallOff = 1;
+
+ if(flare_.UseAngleLimit){
+ Vector3 playerAngle = flare_.thisTransform.forward;
+ //Vector3 cameraAngle = GameCameraTrans.forward;
+
+ //the direct vector from flare point to camera point
+ Vector3 camToPoint = GameCameraTrans.position - flare_.thisTransform.position;
+ float horizDiffAngle = Vector3.Angle(playerAngle, camToPoint);
+
+ horizDiffAngle = Mathf.Abs( Mathf.Clamp(horizDiffAngle,-flare_.maxAngle,flare_.maxAngle));
+
+ if (horizDiffAngle > flare_.maxAngle)
+ AngleFallOff = 0;
+ else
+ {
+ AngleFallOff = 1f - (horizDiffAngle * (1f / (flare_.maxAngle * 0.5f)));
+ if (flare_.UseAngleCurve)
+ AngleFallOff = flare_.AngleCurve.Evaluate(AngleFallOff);
+ }
+ }
+
+
+ //Profiler.EndSample();
+ //Profiler.BeginSample("Distance Check");
+
+
+ float distanceFalloff = 1f;
+
+ if(flare_.useMaxDistance){
+
+ Vector3 heading = flare_.thisTransform.position - GameCameraTrans.position;
+
+ float distance = Vector3.Dot(heading, GameCameraTrans.forward);
+
+ float distanceNormalised = 1f-(distance/flare_.GlobalMaxDistance);
+
+ distanceFalloff = 1f*distanceNormalised;
+ if(distanceFalloff < 0.001f)
+ flare_.isVisible = false;
+
+ }
+ //Profiler.EndSample();
+ //Profiler.BeginSample("Check Occlusion Data");
+
+ if(!dirty)
+ if(data != null)
+ if(data.occluded){
+
+ data.occlusionScale = Mathf.Lerp(data.occlusionScale,0,Time.deltaTime*16);
+ }else{
+ data.occlusionScale = Mathf.Lerp(data.occlusionScale,1,Time.deltaTime*16);
+ }
+
+ //Profiler.EndSample();
+ //Profiler.BeginSample("Final Lens Pos Set");
+
+// Debug.Log("Visible = "+Flares[F].isVisible+" | offScreenFade "+offScreenFade);
+// Debug.Log("distanceFalloff "+distanceFalloff);
+
+ if(!flare_.isVisible)
+ offScreenFade = 0;
+
+ float tempScale = 1;
+
+ if(FlareCamera)
+ helperTransform.position = FlareCamera.ViewportToWorldPoint(LensPosition);
+
+ LensPosition = helperTransform.localPosition;
+
+ //Profiler.EndSample();
+
+ if((!VR_Mode) && (!SingleCamera_Mode))
+ LensPosition.z = 0f;
+
+ float finalAlpha;
+
+ //Profiler.BeginSample("Elements Loo[");
+ for(int i = 0; i < flare_.Elements.Count; i++){
+ ProFlareElement _element = flare_.Elements[i];
+ Color GlobalColor = flare_.GlobalTintColor;
+ if(isVisible)
+ switch(_element.type){
+ case(ProFlareElement.Type.Single):
+ //Do the color stuff.
+
+ _element.ElementFinalColor.r = (_element.ElementTint.r * GlobalColor.r);
+ _element.ElementFinalColor.g = (_element.ElementTint.g * GlobalColor.g);
+ _element.ElementFinalColor.b = (_element.ElementTint.b * GlobalColor.b);
+
+ finalAlpha = _element.ElementTint.a * GlobalColor.a;
+
+ if(flare_.useDynamicEdgeBoost){
+ if(_element.OverrideDynamicEdgeBrightness)
+ finalAlpha = finalAlpha + (_element.DynamicEdgeBrightnessOverride*DynamicEdgeAmount);
+ else
+ finalAlpha = finalAlpha + (flare_.DynamicEdgeBrightness*DynamicEdgeAmount);
+ }
+
+ if(flare_.useDynamicCenterBoost){
+ if(_element.OverrideDynamicCenterBrightness)
+ finalAlpha += (_element.DynamicCenterBrightnessOverride*centerBoost);
+ else
+ finalAlpha += (flare_.DynamicCenterBrightness*centerBoost);
+ }
+
+ if(flare_.UseAngleBrightness)
+ finalAlpha *= AngleFallOff;
+
+ if(flare_.useDistanceFade)
+ finalAlpha *= distanceFalloff;
+
+ finalAlpha *= data.occlusionScale;
+
+ finalAlpha *= data.cullFader;
+
+ finalAlpha *= offScreenFade;
+
+ _element.ElementFinalColor.a = finalAlpha;
+
+ break;
+
+ case(ProFlareElement.Type.Multi):
+ //Profiler.BeginSample("Color Mutli Loop");
+ for(int i2 = 0; i2 < _element.subElements.Count; i2++){
+ //Do the color stuff.
+ SubElement _subElement = _element.subElements[i2];
+ _subElement.colorFinal.r = (_subElement.color.r * GlobalColor.r);
+ _subElement.colorFinal.g = (_subElement.color.g * GlobalColor.g);
+ _subElement.colorFinal.b = (_subElement.color.b * GlobalColor.b);
+
+ finalAlpha = _subElement.color.a * GlobalColor.a;
+
+ if(flare_.useDynamicEdgeBoost){
+ if(_element.OverrideDynamicEdgeBrightness)
+ finalAlpha = finalAlpha + (_element.DynamicEdgeBrightnessOverride*DynamicEdgeAmount);
+ else
+ finalAlpha = finalAlpha + (flare_.DynamicEdgeBrightness*DynamicEdgeAmount);
+ }
+
+ if(flare_.useDynamicCenterBoost){
+ if(_element.OverrideDynamicCenterBrightness)
+ finalAlpha += (_element.DynamicCenterBrightnessOverride*centerBoost);
+ else
+ finalAlpha += (flare_.DynamicCenterBrightness*centerBoost);
+ }
+
+ if(flare_.UseAngleBrightness)
+ finalAlpha *= AngleFallOff;
+
+ if(flare_.useDistanceFade)
+ finalAlpha *= distanceFalloff;
+
+ finalAlpha *= data.occlusionScale;
+
+ finalAlpha *= data.cullFader;
+
+ finalAlpha *= offScreenFade;
+
+ _subElement.colorFinal.a = finalAlpha;
+
+ }
+ //Profiler.EndSample();
+ break;
+ }
+ else{
+ switch(_element.type){
+ case(ProFlareElement.Type.Single):
+ // _element.ElementFinalColor = Color.black;
+ tempScale = 0;
+ break;
+ case(ProFlareElement.Type.Multi):
+ // for(int i2 = 0; i2 < _element.subElements.Count; i2++){
+ // _element.subElements[i2].colorFinal = Color.black;
+ // }
+ tempScale = 0;
+ break;
+ }
+ }
+
+ //Element Scale
+ float finalScale = tempScale;
+
+ if(flare_.useDynamicEdgeBoost){
+ if(_element.OverrideDynamicEdgeBoost)
+ finalScale = finalScale+((DynamicEdgeAmount)*_element.DynamicEdgeBoostOverride);
+ else
+ finalScale = finalScale+((DynamicEdgeAmount)*flare_.DynamicEdgeBoost);
+ }
+
+ if(flare_.useDynamicCenterBoost){
+ if(_element.OverrideDynamicCenterBoost)
+ finalScale = finalScale+(_element.DynamicCenterBoostOverride*centerBoost);
+ else
+ finalScale = finalScale+(flare_.DynamicCenterBoost*centerBoost);
+ }
+
+ if(finalScale < 0) finalScale = 0;
+
+ if(flare_.UseAngleScale)
+ finalScale *= AngleFallOff;
+
+ if(flare_.useDistanceScale)
+ finalScale *= distanceFalloff;
+
+ finalScale *= data.occlusionScale;
+
+ if(!_element.Visible)
+ finalScale = 0;
+
+ if(!isVisible)
+ finalScale = 0;
+
+ _element.ScaleFinal = finalScale;
+
+
+ //Apply final screen position.
+ if(isVisible)
+ switch(_element.type){
+ case(ProFlareElement.Type.Single):{
+ Vector3 pos = LensPosition*-_element.position;
+
+
+ float zpos = LensPosition.z;
+
+ if(VR_Mode){
+ float flarePos = (_element.position*-1)-1;
+ zpos = LensPosition.z *((flarePos*VR_Depth)+1);
+ }
+
+ Vector3 newVect = new Vector3(
+ Mathf.Lerp(pos.x,LensPosition.x,_element.Anamorphic.x),
+ Mathf.Lerp(pos.y,LensPosition.y,_element.Anamorphic.y),
+ zpos
+ );
+
+ newVect = newVect + _element.OffsetPostion;
+ _element.OffsetPosition = newVect;
+
+ }break;
+ case(ProFlareElement.Type.Multi):{
+ //Profiler.BeginSample("Scale Mutli Loop");
+ for(int i2 = 0; i2 < _element.subElements.Count; i2++){
+ SubElement _subElement = _element.subElements[i2];
+ if(_element.useRangeOffset){
+
+ Vector3 posM = LensPosition*-_subElement.position;
+
+
+ float zpos = LensPosition.z;
+
+ if(VR_Mode){
+ float flarePos = (_subElement.position*-1)-1;
+
+ zpos = LensPosition.z *((flarePos*VR_Depth)+1);
+ }
+
+ Vector3 newVectM = new Vector3(
+ Mathf.Lerp(posM.x,LensPosition.x,_element.Anamorphic.x),
+ Mathf.Lerp(posM.y,LensPosition.y,_element.Anamorphic.y),
+ zpos
+ );
+
+ newVectM = newVectM + _element.OffsetPostion;
+
+ _subElement.offset = newVectM;
+
+
+ }
+ else
+ _subElement.offset = LensPosition*-_element.position;
+ }
+ //Profiler.EndSample();
+ }break;
+ }
+
+ //Apply final element angle.
+ float angles = 0;
+
+ if(_element.rotateToFlare){
+ angles = (Div180_PI)*(Mathf.Atan2(LensPosition.y - 0,LensPosition.x - 0));
+ }
+ angles = angles + (LensPosition.x*_element.rotationSpeed);
+
+ angles = angles + (LensPosition.y*_element.rotationSpeed);
+
+ angles = angles + (Time.time*_element.rotationOverTime);
+
+ _element.FinalAngle = (_element.angle)+angles;
+
+
+ }
+ //Profiler.EndSample();
+
+
+
+ if((!flare_.neverCull)&&useCulling){
+ FlareOcclusion.CullingState _CullingState = data._CullingState;
+
+ if(flare_.isVisible){
+ visibleFlares++;
+
+
+ if(data.occluded){
+ if(_CullingState == FlareOcclusion.CullingState.Visible){
+ //Debug.Log("Culled via Occlusion");
+ data.CullTimer = cullFlaresAfterTime;
+ _CullingState = FlareOcclusion.CullingState.CullCountDown;
+ }
+ }else{
+ if(_CullingState == FlareOcclusion.CullingState.Culled){
+ //Debug.Log("Re show not occluded");
+ culledFlaresNowVisiable = true;
+
+ }
+ _CullingState = FlareOcclusion.CullingState.Visible;
+ }
+
+
+ }else{
+ if(_CullingState == FlareOcclusion.CullingState.Visible){
+ //Debug.Log("Culled via Not Vis");
+ data.CullTimer = cullFlaresAfterTime;
+ _CullingState = FlareOcclusion.CullingState.CullCountDown;
+ }
+ }
+
+ switch(_CullingState){
+ case(FlareOcclusion.CullingState.Visible):{
+
+
+ }break;
+ case(FlareOcclusion.CullingState.CullCountDown):{
+
+ data.CullTimer = data.CullTimer-Time.deltaTime;
+
+ if(data.CullTimer < 0)
+ _CullingState = FlareOcclusion.CullingState.CanCull;
+
+ }break;
+ }
+
+ if(_CullingState != FlareOcclusion.CullingState.Culled)
+ data.cullFader = Mathf.Clamp01(data.cullFader+(Time.deltaTime));
+
+
+ if(_CullingState == FlareOcclusion.CullingState.CanCull)
+ canCullFlares++;
+
+ data._CullingState = _CullingState;
+
+ }
+
+ reshowCulledFlaresTimer += Time.deltaTime;
+
+ if(reshowCulledFlaresTimer > reshowCulledFlaresAfter){
+ reshowCulledFlaresTimer = 0;
+
+ if(culledFlaresNowVisiable){
+ //Debug.Log("A culled flare has now become visiable");
+ dirty = true;
+ culledFlaresNowVisiable = false;
+
+ }
+ }
+
+ if(!dirty)
+ if(canCullFlares >= cullFlaresAfterCount){
+
+ Debug.Log("Culling Flares");dirty = true;
+ }
+ }
+
+ //Profiler.BeginSample("Rendering Bit");
+ //Rendering Bit
+ int count = 0;
+ if(FlareElementsArray != null)
+ for(int i = 0; i < FlareElementsArray.Length; i++){
+
+
+ float scaleMulti = 1;
+
+ ProFlare flare = FlareElementsArray[i].flare;
+ if(flare.MultiplyScaleByTransformScale)
+ scaleMulti = flare.thisTransform.localScale.x;
+
+
+ switch(FlareElementsArray[i].type){
+ case(ProFlareElement.Type.Single):
+ {
+ int extra = (count) * 4;
+
+ //Check for DisabledPlayMode, then scale to zero. then skip over the rest of the calculations
+ if(FlareElementsArray[i].flare.DisabledPlayMode){
+
+
+ vertices[0+extra] = Vector3.zero;
+ vertices[1+extra] = Vector3.zero;
+ vertices[2+extra] = Vector3.zero;
+ vertices[3+extra] = Vector3.zero;
+
+ }
+
+ _scale = (((FlareElementsArray[i].size*FlareElementsArray[i].Scale*0.01f)*flare.GlobalScale)*FlareElementsArray[i].ScaleFinal)*scaleMulti;
+
+ //Avoid Negative scaling
+ if((_scale.x < 0)||(_scale.y < 0))
+ _scale = Vector3.zero;
+
+ Vector3 offset = FlareElementsArray[i].OffsetPosition;
+
+ float angle = FlareElementsArray[i].FinalAngle;
+
+ _color = FlareElementsArray[i].ElementFinalColor;
+
+ if(useBrightnessThreshold){
+
+ if(_color.a < BrightnessThreshold){
+ _scale = Vector2.zero;
+ }else if(_color.r+_color.g+_color.b < BrightnessThreshold){
+ _scale = Vector2.zero;
+ }
+ }
+
+ if(overdrawDebug)
+ _color = new Color32(20,20,20,100);
+
+ if(!FlareElementsArray[i].flare.DisabledPlayMode){
+ //Precalculate some of the RotatePoint function to avoid repeat math.
+ float r = angle * (PI_Div180);
+ float ct = Mathf.Cos(r);
+ float st = Mathf.Sin(r);
+
+ vertices[0+extra] = new Vector3((ct * (1*_scale.x) - st * (1*_scale.y)),(st * (1*_scale.x) + ct * (1*_scale.y)),0)+offset;
+ vertices[1+extra] = new Vector3((ct * (1*_scale.x) - st * (-1*_scale.y)),(st * (1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
+ vertices[2+extra] = new Vector3((ct * (-1*_scale.x) - st * (1*_scale.y)),(st * (-1*_scale.x) + ct * (1*_scale.y)),0)+offset;
+ vertices[3+extra] = new Vector3((ct * (-1*_scale.x) - st * (-1*_scale.y)),(st * (-1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
+
+
+ }
+
+
+ Color32 _color32 = _color;
+ colors[0+extra] = _color32;
+ colors[1+extra] = _color32;
+ colors[2+extra] = _color32;
+ colors[3+extra] = _color32;
+
+ count++;
+ }
+ break;
+
+ case(ProFlareElement.Type.Multi):
+ {
+ for(int i2 = 0; i2 < FlareElementsArray[i].subElements.Count; i2++){
+ int extra2 = (count+i2) * 4;
+
+ //Check for DisabledPlayMode, then scale to zero. then skip over the rest of the calculations
+ if(FlareElementsArray[i].flare.DisabledPlayMode){
+ vertices[0+extra2] = Vector3.zero;
+ vertices[1+extra2] = Vector3.zero;
+ vertices[2+extra2] = Vector3.zero;
+ vertices[3+extra2] = Vector3.zero;
+ continue;
+ }
+
+ ////Profiler.BeginSample("Calc Scale");
+ _scale = (((FlareElementsArray[i].size*FlareElementsArray[i].Scale*0.01f)*FlareElementsArray[i].flare.GlobalScale)*FlareElementsArray[i].subElements[i2].scale)*FlareElementsArray[i].ScaleFinal;
+ //Avoid Negative scaling
+
+ _scale = _scale*scaleMulti;
+ if((_scale.x < 0)||(_scale.y < 0))
+ _scale = Vector3.zero;
+
+ ////Profiler.EndSample();
+
+ ////Profiler.BeginSample("Calc Extras");
+
+ Vector3 offset = FlareElementsArray[i].subElements[i2].offset;
+
+ float angle = FlareElementsArray[i].FinalAngle;
+
+ angle += FlareElementsArray[i].subElements[i2].angle;
+
+ _color = FlareElementsArray[i].subElements[i2].colorFinal;
+
+ if(useBrightnessThreshold){
+ if(_color.a < BrightnessThreshold){
+ _scale = Vector2.zero;
+ }else if(_color.r+_color.g+_color.b < BrightnessThreshold){
+ _scale = Vector2.zero;
+ }
+ }
+
+ if(overdrawDebug)
+ _color = new Color32(20,20,20,100);
+ // //Profiler.EndSample();
+ ////Profiler.BeginSample("Set Pos and Rot");
+
+ if(!FlareElementsArray[i].flare.DisabledPlayMode){
+
+ //Precalculate some of the RotatePoint function to avoid repeat math.
+ float r = angle * (PI_Div180);
+ float ct = Mathf.Cos(r);
+ float st = Mathf.Sin(r);
+
+ vertices[0+extra2] = new Vector3((ct * (1*_scale.x) - st * (1*_scale.y)),(st * (1*_scale.x) + ct * (1*_scale.y)),0)+offset;
+ vertices[1+extra2] = new Vector3((ct * (1*_scale.x) - st * (-1*_scale.y)),(st * (1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
+ vertices[2+extra2] = new Vector3((ct * (-1*_scale.x) - st * (1*_scale.y)),(st * (-1*_scale.x) + ct * (1*_scale.y)),0)+offset;
+ vertices[3+extra2] = new Vector3((ct * (-1*_scale.x) - st * (-1*_scale.y)),(st * (-1*_scale.x) + ct * (-1*_scale.y)),0)+offset;
+
+ }
+ ////Profiler.EndSample();
+ ////Profiler.BeginSample("SetColors");
+
+ Color32 _color32 = _color;
+ colors[0+extra2] = _color32;
+ colors[1+extra2] = _color32;
+ colors[2+extra2] = _color32;
+ colors[3+extra2] = _color32;
+
+ ////Profiler.EndSample();
+ }
+ count = count+FlareElementsArray[i].subElements.Count;
+ }
+ break;
+ }
+ }
+
+ //Profiler.EndSample();
+// Debug.Log("updare Done");
+ }
+} \ No newline at end of file
diff --git a/Assets/ProFlares/Scripts/ProFlareBatch.cs.meta b/Assets/ProFlares/Scripts/ProFlareBatch.cs.meta
new file mode 100644
index 0000000..12b2235
--- /dev/null
+++ b/Assets/ProFlares/Scripts/ProFlareBatch.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 072f366d927a4a44a941cf77607b9848
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 100
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Shaders.meta b/Assets/ProFlares/Shaders.meta
new file mode 100644
index 0000000..1ff6368
--- /dev/null
+++ b/Assets/ProFlares/Shaders.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 33a9cc70b9da1644584178ba8f85f297
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Shaders/ProFlareShader.shader b/Assets/ProFlares/Shaders/ProFlareShader.shader
new file mode 100644
index 0000000..571bbbb
--- /dev/null
+++ b/Assets/ProFlares/Shaders/ProFlareShader.shader
@@ -0,0 +1,65 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
+Shader "ProFlares/Textured Flare Shader"
+{
+ Properties
+ {
+ _MainTex ( "Texture", 2D ) = "black" {}
+ }
+
+ SubShader
+ {
+ Tags { "Queue"="Transparent+100" "IgnoreProjector"="True" "RenderType"="Transparent" }
+
+ Pass
+ {
+ ZWrite Off
+ ZTest Always
+ Blend One One
+
+ CGPROGRAM
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma fragmentoption ARB_precision_hint_fastest
+
+ #include "UnityCG.cginc"
+
+ sampler2D _MainTex;
+
+ struct VertInput
+ {
+ half4 vertex : POSITION;
+ half2 texcoord : TEXCOORD0;
+ fixed4 color : COLOR;
+ };
+
+ struct Verts
+ {
+ half4 pos : SV_POSITION;
+ half2 uv : TEXCOORD0;
+ fixed4 _color : COLOR;
+ };
+
+ Verts vert ( VertInput vert )
+ {
+ Verts v;
+
+ v._color = vert.color*(vert.color.a*3);
+ v.pos = UnityObjectToClipPos ( vert.vertex );
+ v.uv = (vert.texcoord.xy);
+
+ return v;
+ }
+
+ fixed4 frag ( Verts v ):COLOR
+ {
+ return tex2D ( _MainTex, v.uv ) * v._color;
+ }
+
+ ENDCG
+ }
+ }
+}
+
+
diff --git a/Assets/ProFlares/Shaders/ProFlareShader.shader.meta b/Assets/ProFlares/Shaders/ProFlareShader.shader.meta
new file mode 100644
index 0000000..2963093
--- /dev/null
+++ b/Assets/ProFlares/Shaders/ProFlareShader.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: a5af361ae391c994c86f3f97bf278f2a
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Shaders/ProFlaresBumpSpecShader.shader b/Assets/ProFlares/Shaders/ProFlaresBumpSpecShader.shader
new file mode 100644
index 0000000..53e61f1
--- /dev/null
+++ b/Assets/ProFlares/Shaders/ProFlaresBumpSpecShader.shader
@@ -0,0 +1,95 @@
+Shader "ProFlares/Demo/Bumped Specular" {
+
+Properties {
+ _Color ("Main Color", Color) = (1,1,1,1)
+ _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
+ _SpecPower ("SpecPower", Range (0.03, 2)) = 0.078125
+ _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
+ _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
+ _SpecTex ("Spec ", 2D) = "white" {}
+ _BumpMap ("Normalmap", 2D) = "bump" {}
+}
+SubShader {
+ Tags { "RenderType"="Opaque" }
+ LOD 400
+
+CGPROGRAM
+#pragma surface surf BlinnPhongExtra addshadow
+
+
+sampler2D _MainTex;
+sampler2D _SpecTex;
+sampler2D _BumpMap;
+fixed4 _Color;
+half _SpecPower;
+half _Shininess;
+
+struct Input {
+ float2 uv_MainTex;
+ float2 uv_BumpMap;
+ fixed4 color : COLOR;
+};
+
+half4 LightingBlinnPhongExtra (SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
+{
+ half3 h = normalize (lightDir + viewDir);
+
+ fixed diff = max (0, dot (s.Normal, lightDir));
+
+ float nh = max (0, dot (s.Normal, h));
+ float spec = pow (nh, s.Specular*128.0) * s.Gloss;
+
+ fixed4 c;
+ c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten * 2);
+ c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec * atten;
+ return c;
+}
+
+
+inline fixed4 LightingBlinnPhongExtra_PrePass (SurfaceOutput s, half4 light)
+{
+ fixed spec = light.a * s.Gloss;
+
+ fixed4 c;
+ c.rgb = (s.Albedo * light.rgb + light.rgb * _SpecColor.rgb * spec);
+ c.a = s.Alpha + spec * _SpecColor.a;
+ return c;
+}
+
+inline half4 LightingBlinnPhongExtra_DirLightmap (SurfaceOutput s, fixed4 color, fixed4 scale, half3 viewDir, bool surfFuncWritesNormal, out half3 specColor)
+{
+ UNITY_DIRBASIS
+ half3 scalePerBasisVector;
+
+ half3 lm = DirLightmapDiffuse (unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
+
+ half3 lightDir = normalize (scalePerBasisVector.x * unity_DirBasis[0] + scalePerBasisVector.y * unity_DirBasis[1] + scalePerBasisVector.z * unity_DirBasis[2]);
+ half3 h = normalize (lightDir + viewDir);
+
+ float nh = max (0, dot (s.Normal, h));
+ float spec = pow (nh, s.Specular * 128.0);
+
+ // specColor used outside in the forward path, compiled out in prepass
+ specColor = lm * _SpecColor.rgb * s.Gloss * spec;
+
+ // spec from the alpha component is used to calculate specular
+ // in the Lighting*_Prepass function, it's not used in forward
+ return half4(lm, spec);
+}
+
+
+
+void surf (Input IN, inout SurfaceOutput o) {
+ fixed4 tex = tex2D(_MainTex, IN.uv_MainTex)*IN.color;
+ fixed4 spec = tex2D(_SpecTex, IN.uv_MainTex)*IN.color;
+ o.Albedo = tex.rgb * _Color.rgb;
+ o.Gloss = spec.r;
+ o.Alpha = tex.a * _Color.a;
+ o.Specular = tex.a;//_Shininess*_SpecPower;
+ o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
+}
+ENDCG
+}
+
+FallBack "Specular"
+} \ No newline at end of file
diff --git a/Assets/ProFlares/Shaders/ProFlaresBumpSpecShader.shader.meta b/Assets/ProFlares/Shaders/ProFlaresBumpSpecShader.shader.meta
new file mode 100644
index 0000000..10d8f18
--- /dev/null
+++ b/Assets/ProFlares/Shaders/ProFlaresBumpSpecShader.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 4141c8675e40df94d872ab4943e84b2d
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/ProFlares/Shaders/ProFlaresLeavesShader.shader b/Assets/ProFlares/Shaders/ProFlaresLeavesShader.shader
new file mode 100644
index 0000000..997312a
--- /dev/null
+++ b/Assets/ProFlares/Shaders/ProFlaresLeavesShader.shader
@@ -0,0 +1,218 @@
+// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
+// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
+
+Shader "ProFlares/Demo/LeavesShader" {
+Properties {
+ _Color ("Main Color", Color) = (1,1,1,1)
+ _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
+ _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
+ _BumpMap ("Normalmap", 2D) = "bump" {}
+ _GlossMap ("Gloss (A)", 2D) = "black" {}
+ _TranslucencyMap ("Translucency (A)", 2D) = "white" {}
+ _ShadowOffset ("Shadow Offset (A)", 2D) = "black" {}
+
+ // These are here only to provide default values
+ _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
+ _Scale ("Scale", Vector) = (1,1,1,1)
+ _Amount ("Amount", Float) = 1
+
+ _Wind("Wind params",Vector) = (1,1,1,1)
+ _WindEdgeFlutter("Wind edge fultter factor", float) = 0.5
+ _WindEdgeFlutterFreqScale("Wind edge fultter freq scale",float) = 0.5
+}
+
+SubShader {
+ Tags { "IgnoreProjector"="True" "RenderType"="TreeLeaf" }
+ LOD 200
+ Cull Off
+CGPROGRAM
+#pragma surface surf TreeLeaf alphatest:_Cutoff vertex:vert addshadow nolightmap
+//#pragma surface surf TreeLeaf alphatest:_Cutoff vertex:TreeVertLeaf addshadow nolightmap
+#include "TerrainEngine.cginc"
+#pragma target 3.0
+#pragma exclude_renderers flash
+#pragma glsl_no_auto_normalization
+//#include "Tree.cginc"
+
+sampler2D _MainTex;
+sampler2D _BumpMap;
+sampler2D _GlossMap;
+sampler2D _TranslucencyMap;
+half _Shininess;
+
+
+fixed4 _Color;
+fixed3 _TranslucencyColor;
+fixed _TranslucencyViewDependency;
+half _ShadowStrength;
+
+float _WindEdgeFlutter;
+float _WindEdgeFlutterFreqScale;
+
+struct Input {
+ float2 uv_MainTex;
+ fixed4 color : COLOR; // color.a = AO
+};
+
+struct LeafSurfaceOutput {
+ fixed3 Albedo;
+ fixed3 Normal;
+ fixed3 Emission;
+ fixed3 Translucency;
+ half Specular;
+ fixed Gloss;
+ fixed Alpha;
+};
+
+float _Amount;
+
+inline float4 AnimateVertex2(float4 pos, float3 normal, float4 animParams,float4 wind,float2 time)
+{
+ // animParams stored in color
+ // animParams.x = branch phase
+ // animParams.y = edge flutter factor
+ // animParams.z = primary factor
+ // animParams.w = secondary factor
+
+ float fDetailAmp = 0.1f;
+ float fBranchAmp = 0.3f;
+
+ // Phases (object, vertex, branch)
+ float fObjPhase = dot(unity_ObjectToWorld[3].xyz, 1);
+ float fBranchPhase = fObjPhase + animParams.x;
+
+ float fVtxPhase = dot(pos.xyz, animParams.y + fBranchPhase);
+
+ // x is used for edges; y is used for branches
+ float2 vWavesIn = time + float2(fVtxPhase, fBranchPhase );
+
+ // 1.975, 0.793, 0.375, 0.193 are good frequencies
+ float4 vWaves = (frac( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0);
+
+ vWaves = SmoothTriangleWave( vWaves );
+ float2 vWavesSum = vWaves.xz + vWaves.yw;
+
+ // Edge (xz) and branch bending (y)
+ float3 bend = animParams.y * fDetailAmp * normal.xyz;
+ bend.y = animParams.w * fBranchAmp;
+ pos.xyz += ((vWavesSum.xyx * bend) + (wind.xyz * vWavesSum.y * animParams.w)) * wind.w;
+
+ // Primary bending
+ // Displace position
+ pos.xyz += animParams.z * wind.xyz;
+
+ return pos;
+}
+
+void vert (inout appdata_full v) {
+ //v.vertex.xyz += v.normal * _Amount;
+
+
+ float4 wind;
+
+ float bendingFact = v.color.a;//_Amount;//v.color.a;
+
+ wind.xyz = mul((float3x3)unity_WorldToObject,_Wind.xyz);
+ wind.w = _Wind.w * bendingFact;
+
+
+ float4 windParams = float4(0,_WindEdgeFlutter,bendingFact.xx);
+ float windTime = _Time.y * float2(_WindEdgeFlutterFreqScale,1);
+ float4 mdlPos = AnimateVertex2(v.vertex,v.normal,windParams,wind,windTime);
+
+ //o.pos = mul(UNITY_MATRIX_MVP,mdlPos);
+ //o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
+
+ v.vertex.xyz = mdlPos;//mul(UNITY_MATRIX_MVP,mdlPos);
+ //v.vertex.y = v.vertex.y + _Amount;
+}
+
+
+
+void surf (Input IN, inout LeafSurfaceOutput o) {
+ fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
+ //o.Albedo = c.rgb * _Color.rgb * IN.color.a;
+ o.Albedo = c.rgb * _Color.rgb * IN.color;
+ o.Translucency = tex2D(_TranslucencyMap, IN.uv_MainTex).rgb;
+ o.Gloss = _Shininess;
+ o.Alpha = c.a;
+ o.Specular = UNITY_SAMPLE_1CHANNEL(_GlossMap, IN.uv_MainTex);
+ o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
+}
+
+inline half4 LightingTreeLeaf_PrePass (LeafSurfaceOutput s, half4 light)
+{
+ fixed spec = light.a * s.Gloss;
+
+ fixed4 c;
+ c.rgb = (s.Albedo * light.rgb + light.rgb * _SpecColor.rgb * spec);
+ c.a = s.Alpha + spec * _SpecColor.a;
+ return c;
+}
+
+
+inline half4 LightingTreeLeaf_DirLightmap (LeafSurfaceOutput s, fixed4 color, fixed4 scale, half3 viewDir, bool surfFuncWritesNormal, out half3 specColor)
+{
+ UNITY_DIRBASIS
+ half3 scalePerBasisVector;
+
+ half3 lm = DirLightmapDiffuse (unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
+
+ half3 lightDir = normalize (scalePerBasisVector.x * unity_DirBasis[0] + scalePerBasisVector.y * unity_DirBasis[1] + scalePerBasisVector.z * unity_DirBasis[2]);
+ half3 h = normalize (lightDir + viewDir);
+
+ float nh = max (0, dot (s.Normal, h));
+ float spec = pow (nh, s.Specular * 128.0);
+
+ // specColor used outside in the forward path, compiled out in prepass
+ specColor = lm * _SpecColor.rgb * s.Gloss * spec;
+
+ // spec from the alpha component is used to calculate specular
+ // in the Lighting*_Prepass function, it's not used in forward
+ return half4(lm, spec);
+}
+
+
+half4 LightingTreeLeaf (LeafSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
+{
+ half3 h = normalize (lightDir + viewDir);
+
+ half nl = dot (s.Normal, lightDir);
+
+ half nh = max (0, dot (s.Normal, h));
+ half spec = pow (nh, s.Specular * 128.0) * s.Gloss;
+
+ // view dependent back contribution for translucency
+ fixed backContrib = saturate(dot(viewDir, -lightDir));
+
+ // normally translucency is more like -nl, but looks better when it's view dependent
+ backContrib = lerp(saturate(-nl), backContrib, _TranslucencyViewDependency);
+
+ fixed3 translucencyColor = backContrib * s.Translucency * _TranslucencyColor;
+
+ // wrap-around diffuse
+ nl = max(0, nl * 0.6 + 0.4);
+
+ fixed4 c;
+ c.rgb = s.Albedo * (translucencyColor * 2 + nl);
+ c.rgb = c.rgb * _LightColor0.rgb + spec;
+
+
+ c.rgb = c.rgb * _LightColor0.rgb;
+
+ // For directional lights, apply less shadow attenuation
+ // based on shadow strength parameter.
+ //#if defined(DIRECTIONAL) || defined(DIRECTIONAL_COOKIE)
+ //c.rgb *= lerp(2, atten * 2, _ShadowStrength);
+ //#else
+ //c.rgb *= 2*atten;
+ //#endif
+
+ return c;
+}
+
+ENDCG
+}
+
+ FallBack "Transparent/Cutout/Diffuse"
+}
diff --git a/Assets/ProFlares/Shaders/ProFlaresLeavesShader.shader.meta b/Assets/ProFlares/Shaders/ProFlaresLeavesShader.shader.meta
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diff --git a/Assets/Readme.asset b/Assets/Readme.asset
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+--- !u!114 &11400000
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+ icon: {fileID: 2800000, guid: 7801804018a7dcf42abb827444e18660, type: 3}
+ title: Universal Render Pipeline Template
+ sections:
+ - heading: Universal Render Pipeline
+ text: 'The Universal Project Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations.'
+ linkText:
+ url:
+ - heading:
+ text: 'This Template uses the Universal Render Pipeline (URP) and Shader Graph.'
+ linkText:
+ url:
+ - heading:
+ text: 'URP is prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution.'
+ linkText:
+ url:
+ - heading:
+ text: 'Shader Graph is a tool that allows you to create shaders using a visual node editor instead of writing code.'
+ linkText:
+ url:
+ - heading:
+ text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.'
+ linkText:
+ url:
+ - heading:
+ text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.'
+ linkText:
+ url:
+ - heading:
+ text: 'To read more about URP and its built-in features, see the '
+ linkText: URP documentation.
+ url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html
+ - heading:
+ text: 'For more information about Shader Graph, see the '
+ linkText: Shader Graph documentation
+ url: https://docs.unity3d.com/Packages/com.unity.shadergraph@latest
+ loadedLayout: 1
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diff --git a/Assets/Scripts/SimpleCameraController.cs b/Assets/Scripts/SimpleCameraController.cs
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+#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
+#define USE_INPUT_SYSTEM
+ using UnityEngine.InputSystem;
+ using UnityEngine.InputSystem.Controls;
+#endif
+
+using UnityEngine;
+
+namespace UnityTemplateProjects
+{
+ public class SimpleCameraController : MonoBehaviour
+ {
+ class CameraState
+ {
+ public float yaw;
+ public float pitch;
+ public float roll;
+ public float x;
+ public float y;
+ public float z;
+
+ public void SetFromTransform(Transform t)
+ {
+ pitch = t.eulerAngles.x;
+ yaw = t.eulerAngles.y;
+ roll = t.eulerAngles.z;
+ x = t.position.x;
+ y = t.position.y;
+ z = t.position.z;
+ }
+
+ public void Translate(Vector3 translation)
+ {
+ Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
+
+ x += rotatedTranslation.x;
+ y += rotatedTranslation.y;
+ z += rotatedTranslation.z;
+ }
+
+ public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
+ {
+ yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
+ pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
+ roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
+
+ x = Mathf.Lerp(x, target.x, positionLerpPct);
+ y = Mathf.Lerp(y, target.y, positionLerpPct);
+ z = Mathf.Lerp(z, target.z, positionLerpPct);
+ }
+
+ public void UpdateTransform(Transform t)
+ {
+ t.eulerAngles = new Vector3(pitch, yaw, roll);
+ t.position = new Vector3(x, y, z);
+ }
+ }
+
+ CameraState m_TargetCameraState = new CameraState();
+ CameraState m_InterpolatingCameraState = new CameraState();
+
+ [Header("Movement Settings")]
+ [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
+ public float boost = 3.5f;
+
+ [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
+ public float positionLerpTime = 0.2f;
+
+ [Header("Rotation Settings")]
+ [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
+ public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
+
+ [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
+ public float rotationLerpTime = 0.01f;
+
+ [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
+ public bool invertY = false;
+
+ void OnEnable()
+ {
+ m_TargetCameraState.SetFromTransform(transform);
+ m_InterpolatingCameraState.SetFromTransform(transform);
+ }
+
+ Vector3 GetInputTranslationDirection()
+ {
+ Vector3 direction = new Vector3();
+ if (Input.GetKey(KeyCode.W))
+ {
+ direction += Vector3.forward;
+ }
+ if (Input.GetKey(KeyCode.S))
+ {
+ direction += Vector3.back;
+ }
+ if (Input.GetKey(KeyCode.A))
+ {
+ direction += Vector3.left;
+ }
+ if (Input.GetKey(KeyCode.D))
+ {
+ direction += Vector3.right;
+ }
+ if (Input.GetKey(KeyCode.Q))
+ {
+ direction += Vector3.down;
+ }
+ if (Input.GetKey(KeyCode.E))
+ {
+ direction += Vector3.up;
+ }
+ return direction;
+ }
+
+ void Update()
+ {
+ Vector3 translation = Vector3.zero;
+
+#if ENABLE_LEGACY_INPUT_MANAGER
+
+ // Exit Sample
+ if (Input.GetKey(KeyCode.Escape))
+ {
+ Application.Quit();
+ #if UNITY_EDITOR
+ UnityEditor.EditorApplication.isPlaying = false;
+ #endif
+ }
+ // Hide and lock cursor when right mouse button pressed
+ if (Input.GetMouseButtonDown(1))
+ {
+ Cursor.lockState = CursorLockMode.Locked;
+ }
+
+ // Unlock and show cursor when right mouse button released
+ if (Input.GetMouseButtonUp(1))
+ {
+ Cursor.visible = true;
+ Cursor.lockState = CursorLockMode.None;
+ }
+
+ // Rotation
+ if (Input.GetMouseButton(1))
+ {
+ var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
+
+ var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
+
+ m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
+ m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
+ }
+
+ // Translation
+ translation = GetInputTranslationDirection() * Time.deltaTime;
+
+ // Speed up movement when shift key held
+ if (Input.GetKey(KeyCode.LeftShift))
+ {
+ translation *= 10.0f;
+ }
+
+ // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
+ boost += Input.mouseScrollDelta.y * 0.2f;
+ translation *= Mathf.Pow(2.0f, boost);
+
+#elif USE_INPUT_SYSTEM
+ // TODO: make the new input system work
+#endif
+
+ m_TargetCameraState.Translate(translation);
+
+ // Framerate-independent interpolation
+ // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
+ var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
+ var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
+ m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
+
+ m_InterpolatingCameraState.UpdateTransform(transform);
+ }
+ }
+
+} \ No newline at end of file
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diff --git a/Assets/TutorialInfo/Layout.wlt.meta b/Assets/TutorialInfo/Layout.wlt.meta
new file mode 100644
index 0000000..ab616cc
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diff --git a/Assets/TutorialInfo/Scripts.meta b/Assets/TutorialInfo/Scripts.meta
new file mode 100644
index 0000000..40d7fd3
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diff --git a/Assets/TutorialInfo/Scripts/Editor.meta b/Assets/TutorialInfo/Scripts/Editor.meta
new file mode 100644
index 0000000..758fd63
--- /dev/null
+++ b/Assets/TutorialInfo/Scripts/Editor.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs b/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
new file mode 100644
index 0000000..a89eb2c
--- /dev/null
+++ b/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
@@ -0,0 +1,158 @@
+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 kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
+
+ static float kSpace = 16f;
+
+ static ReadmeEditor()
+ {
+ EditorApplication.delayCall += SelectReadmeAutomatically;
+ }
+
+ static void SelectReadmeAutomatically()
+ {
+ if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
+ {
+ var readme = SelectReadme();
+ SessionState.SetBool(kShowedReadmeSessionStateName, 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});
+ }
+
+ [MenuItem("Tutorial/Show Tutorial Instructions")]
+ 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");
+ {
+ GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
+ GUILayout.Label(readme.title, TitleStyle);
+ }
+ 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(kSpace);
+ }
+ }
+
+
+ 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;
+
+ void Init()
+ {
+ if (m_Initialized)
+ return;
+ m_BodyStyle = new GUIStyle(EditorStyles.label);
+ m_BodyStyle.wordWrap = true;
+ m_BodyStyle.fontSize = 14;
+
+ m_TitleStyle = new GUIStyle(m_BodyStyle);
+ m_TitleStyle.fontSize = 26;
+
+ m_HeadingStyle = new GUIStyle(m_BodyStyle);
+ 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_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);
+ }
+}
+
diff --git a/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta
new file mode 100644
index 0000000..5e2c66a
--- /dev/null
+++ b/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta
@@ -0,0 +1,12 @@
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+licenseType: Store
+MonoImporter:
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/TutorialInfo/Scripts/Readme.cs b/Assets/TutorialInfo/Scripts/Readme.cs
new file mode 100644
index 0000000..f17c0cb
--- /dev/null
+++ b/Assets/TutorialInfo/Scripts/Readme.cs
@@ -0,0 +1,14 @@
+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;
+ }
+}
diff --git a/Assets/TutorialInfo/Scripts/Readme.cs.meta b/Assets/TutorialInfo/Scripts/Readme.cs.meta
new file mode 100644
index 0000000..2912c7b
--- /dev/null
+++ b/Assets/TutorialInfo/Scripts/Readme.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: fcf7219bab7fe46a1ad266029b2fee19
+MonoImporter:
+ externalObjects: {}
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+ defaultReferences:
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+ icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3}
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diff --git a/Packages/manifest.json b/Packages/manifest.json
new file mode 100644
index 0000000..b2909bf
--- /dev/null
+++ b/Packages/manifest.json
@@ -0,0 +1,44 @@
+{
+ "dependencies": {
+ "com.unity.collab-proxy": "1.3.9",
+ "com.unity.ide.rider": "1.2.1",
+ "com.unity.ide.visualstudio": "2.0.2",
+ "com.unity.ide.vscode": "1.2.1",
+ "com.unity.render-pipelines.universal": "8.2.0",
+ "com.unity.test-framework": "1.1.16",
+ "com.unity.textmeshpro": "3.0.1",
+ "com.unity.timeline": "1.3.5",
+ "com.unity.ugui": "1.0.0",
+ "com.unity.modules.ai": "1.0.0",
+ "com.unity.modules.androidjni": "1.0.0",
+ "com.unity.modules.animation": "1.0.0",
+ "com.unity.modules.assetbundle": "1.0.0",
+ "com.unity.modules.audio": "1.0.0",
+ "com.unity.modules.cloth": "1.0.0",
+ "com.unity.modules.director": "1.0.0",
+ "com.unity.modules.imageconversion": "1.0.0",
+ "com.unity.modules.imgui": "1.0.0",
+ "com.unity.modules.jsonserialize": "1.0.0",
+ "com.unity.modules.particlesystem": "1.0.0",
+ "com.unity.modules.physics": "1.0.0",
+ "com.unity.modules.physics2d": "1.0.0",
+ "com.unity.modules.screencapture": "1.0.0",
+ "com.unity.modules.terrain": "1.0.0",
+ "com.unity.modules.terrainphysics": "1.0.0",
+ "com.unity.modules.tilemap": "1.0.0",
+ "com.unity.modules.ui": "1.0.0",
+ "com.unity.modules.uielements": "1.0.0",
+ "com.unity.modules.umbra": "1.0.0",
+ "com.unity.modules.unityanalytics": "1.0.0",
+ "com.unity.modules.unitywebrequest": "1.0.0",
+ "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
+ "com.unity.modules.unitywebrequestaudio": "1.0.0",
+ "com.unity.modules.unitywebrequesttexture": "1.0.0",
+ "com.unity.modules.unitywebrequestwww": "1.0.0",
+ "com.unity.modules.vehicles": "1.0.0",
+ "com.unity.modules.video": "1.0.0",
+ "com.unity.modules.vr": "1.0.0",
+ "com.unity.modules.wind": "1.0.0",
+ "com.unity.modules.xr": "1.0.0"
+ }
+}
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
new file mode 100644
index 0000000..f79d5e9
--- /dev/null
+++ b/Packages/packages-lock.json
@@ -0,0 +1,367 @@
+{
+ "dependencies": {
+ "com.unity.collab-proxy": {
+ "version": "1.3.9",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {},
+ "url": "https://packages.unity.com"
+ },
+ "com.unity.ext.nunit": {
+ "version": "1.0.0",
+ "depth": 1,
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