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348 行
10 KiB
348 行
10 KiB
using System;
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using System.Collections;
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using GameplayIngredients;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.SceneManagement;
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using Random = UnityEngine.Random;
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// ReSharper disable InconsistentNaming
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namespace BoatAttack
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{
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[ManagerDefaultPrefab("AppManager")]
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public class AppSettings : Manager
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{
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public AssetReference mSceneLevelIsland;
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public AssetReference mSceneDemoIsland;
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public enum RenderRes
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{
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_Native,
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_1440p,
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_1080p,
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_720p
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}
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public enum Framerate
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{
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_30,
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_60,
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_120
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}
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public enum SpeedFormat
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{
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_Kph,
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_Mph
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}
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public static AppSettings Instance;
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private GameObject loadingScreenObject;
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public static Camera MainCamera;
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[Header("Resolution Settings")]
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public RenderRes maxRenderSize = RenderRes._720p;
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public bool variableResolution;
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[Range(0f, 1f)]
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public float axisBias = 0.5f;
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public float minScale = 0.5f;
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public Framerate targetFramerate = Framerate._30;
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private float currentDynamicScale = 1.0f;
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private float maxScale = 1.0f;
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public SpeedFormat speedFormat = SpeedFormat._Mph;
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[Header("Asset References")]
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public AssetReference loadingScreen;
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public AssetReference volumeManager;
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// Use this for initialization
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private void OnEnable()
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{
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Initialize();
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RenderPipelineManager.beginCameraRendering += SetRenderScale;
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SceneManager.sceneLoaded += LevelWasLoaded;
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}
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private void Initialize()
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{
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Instance = this;
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Application.targetFrameRate = 300;
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MainCamera = Camera.main;
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if(DefaultVolume.Instance == null)
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StartCoroutine(LoadPrefab<GameObject>(volumeManager, new AsyncOperationHandle()));
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}
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private void Start()
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{
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var obj = GameObject.Find("[Debug Updater]"); // TODO hack to solve input class issues
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if(obj != null)
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Destroy(obj);
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}
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private void OnDisable()
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{
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RenderPipelineManager.beginCameraRendering -= SetRenderScale;
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}
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private static void LevelWasLoaded(Scene scene, LoadSceneMode mode)
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{
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if (!MainCamera)
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{
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MainCamera = Camera.main;
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}
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else
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{
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var cams = GameObject.FindGameObjectsWithTag("MainCamera");
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foreach (var c in cams)
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{
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if (c != MainCamera.gameObject) Destroy(c);
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}
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}
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Instance.Invoke(nameof(CleanupLoadingScreen), 0.5f);
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}
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private void CleanupLoadingScreen()
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{
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if (Instance.loadingScreenObject != null)
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{
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Instance.loadingScreen.ReleaseInstance(Instance.loadingScreenObject);
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}
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}
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private void SetRenderScale(ScriptableRenderContext context, Camera cam)
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{
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float res;
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switch (maxRenderSize)
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{
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case RenderRes._720p:
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res = 1280f;
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break;
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case RenderRes._1080p:
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res = 1920f;
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break;
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case RenderRes._1440p:
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res = 2560f;
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break;
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default:
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res = cam.pixelWidth;
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break;
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}
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var renderScale = Mathf.Clamp(res / cam.pixelWidth, 0.1f, 1.0f);
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maxScale = renderScale;
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#if !UNITY_EDITOR
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UniversalRenderPipeline.asset.renderScale = renderScale;
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#endif
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}
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private void Update()
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{
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if (!MainCamera) return;
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if (variableResolution)
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{
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MainCamera.allowDynamicResolution = true;
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var offset = 0f;
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var currentFrametime = Time.deltaTime;
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var rate = 0.1f;
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switch (targetFramerate)
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{
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case Framerate._30:
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offset = currentFrametime > (1000f / 30f) ? -rate : rate;
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break;
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case Framerate._60:
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offset = currentFrametime > (1000f / 60f) ? -rate : rate;
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break;
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case Framerate._120:
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offset = currentFrametime > (1000f / 120f) ? -rate : rate;
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break;
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}
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currentDynamicScale = Mathf.Clamp(currentDynamicScale + offset, minScale, 1f);
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var offsetVec = new Vector2(Mathf.Lerp(1, currentDynamicScale, Mathf.Clamp01((1 - axisBias) * 2f)),
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Mathf.Lerp(1, currentDynamicScale, Mathf.Clamp01(axisBias * 2f)));
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ScalableBufferManager.ResizeBuffers(offsetVec.x, offsetVec.y);
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}
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else
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{
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MainCamera.allowDynamicResolution = false;
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}
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}
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public void ToggleSRPBatcher(bool enabled)
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{
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UniversalRenderPipeline.asset.useSRPBatcher = enabled;
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}
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public static void LoadScene(string scenePath, LoadSceneMode mode = LoadSceneMode.Single)
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{
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if (scenePath.Contains("demo_Island"))
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{
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Addressables.LoadSceneAsync(Instance.mSceneDemoIsland);
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}
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else if (scenePath.Contains("level_Island"))
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{
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Addressables.LoadSceneAsync(Instance.mSceneLevelIsland);
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}
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else
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{
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LoadSceneByPath(scenePath, mode);
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}
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}
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public static void LoadSceneByPath(string scenePath, LoadSceneMode mode)
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{
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Application.backgroundLoadingPriority = ThreadPriority.Low;
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switch (mode)
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{
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case LoadSceneMode.Single:
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Instance.StartCoroutine(LoadSceneByPath(scenePath));
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break;
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case LoadSceneMode.Additive:
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SceneManager.LoadSceneAsync(scenePath, LoadSceneMode.Additive);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(mode), mode, null);
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}
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}
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public static void LoadScene(int buildIndex, LoadSceneMode mode)
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{
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Application.backgroundLoadingPriority = ThreadPriority.Low;
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switch (mode)
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{
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case LoadSceneMode.Single:
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Instance.StartCoroutine(LoadScene(buildIndex));
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break;
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case LoadSceneMode.Additive:
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SceneManager.LoadSceneAsync(buildIndex, LoadSceneMode.Additive);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(mode), mode, null);
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}
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}
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public static IEnumerator LoadSceneByPath(string scene)
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{
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var loadingScreenLoading = Instance.loadingScreen.InstantiateAsync();
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yield return loadingScreenLoading;
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Instance.loadingScreenObject = loadingScreenLoading.Result;
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DontDestroyOnLoad(Instance.loadingScreenObject);
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SceneManager.LoadScene(scene);
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}
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public static IEnumerator LoadScene(int scene)
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{
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var loadingScreenLoading = Instance.loadingScreen.InstantiateAsync();
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yield return loadingScreenLoading;
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Instance.loadingScreenObject = loadingScreenLoading.Result;
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DontDestroyOnLoad(Instance.loadingScreenObject);
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SceneManager.LoadScene(scene);
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}
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private static IEnumerator LoadPrefab<T>(AssetReference assetRef, AsyncOperationHandle assetLoading, Transform parent = null)
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{
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if (typeof(T) == typeof(GameObject))
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{
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assetLoading = assetRef.InstantiateAsync(parent);
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}
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else
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{
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assetLoading = assetRef.LoadAssetAsync<T>();
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}
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yield return assetLoading;
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}
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public void ExitGame()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.ExitPlaymode();
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#else
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Application.Quit();
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#endif
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}
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}
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public static class ConstantData
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{
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private static readonly string[] Levels =
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{
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"Island",
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};
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public static string GetLevelName(int level)
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{
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return $"level_{Levels[level]}";
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}
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public static readonly string[] AiNames =
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{
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"Felipe",
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"Andre",
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"Elvar",
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"Jonas",
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"Erika",
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"Tim",
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"Florin",
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"Andy",
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"Hakeem",
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"Sophia",
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"Martin",
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};
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public static readonly int[] Laps =
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{
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1,
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3,
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6,
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9
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};
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public static int SeedNow
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{
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get
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{
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DateTime dt = DateTime.Now;
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return dt.Year + dt.Month + dt.Day + dt.Hour + dt.Minute + dt.Second;
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}
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}
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public static Color[] ColorPalette;
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private static Texture2D _colorPaletteRaw;
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public static Color GetPaletteColor(int index)
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{
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GenerateColors();
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return ColorPalette[index];
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}
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public static Color GetRandomPaletteColor
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{
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get
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{
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GenerateColors();
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Random.InitState(SeedNow+Random.Range(0,1000));
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return ColorPalette[Random.Range(0, ColorPalette.Length)];
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}
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}
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private static void GenerateColors()
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{
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if (ColorPalette != null && ColorPalette.Length != 0) return;
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if (_colorPaletteRaw == null)
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_colorPaletteRaw = Resources.Load<Texture2D>("textures/colorSwatch");
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ColorPalette = _colorPaletteRaw.GetPixels();
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Debug.Log($"Found {ColorPalette.Length} colors.");
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}
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}
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}
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