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Merge branch 'master' into feature/new-clouds

# Conflicts:
#	Assets/Data/UniversalRP/BoatDemoRenderer.asset
#	Assets/Data/UniversalRP/PlanarReflectionRenderer.asset
/feature-new-clouds
André McGrail 4 年前
当前提交
937258d5
共有 224 个文件被更改,包括 4389 次插入4527 次删除
  1. 12
      Assets/AddressableAssetsData/AssetGroups/Utility.asset
  2. 16
      Assets/AddressableAssetsData/AssetGroups/VolumeProfiles.asset
  3. 221
      Assets/Data/InputControls.inputactions
  4. 5
      Assets/Data/UniversalRP/BoatDemoRenderer.asset
  5. 2
      Assets/Data/UniversalRP/PipelineAsset_High.asset
  6. 2
      Assets/Data/UniversalRP/PipelineAsset_Low.asset
  7. 5
      Assets/Data/UniversalRP/PlanarReflectionRenderer.asset
  8. 2
      Assets/Data/Volumes/HighQuality.asset
  9. 6
      Assets/Data/Volumes/MediumQuality.asset
  10. 2
      Assets/Materials/BlackoutBackface.mat
  11. 2
      Assets/Materials/Blocker.mat
  12. 2
      Assets/Materials/BushTest.mat
  13. 2
      Assets/Materials/Seaweed.mat
  14. 2
      Assets/Materials/Splash.mat
  15. 37
      Assets/Materials/StudioLight.mat
  16. 37
      Assets/Materials/StudioLight_Bright.mat
  17. 2
      Assets/Materials/Terrain.mat
  18. 4
      Assets/NavMeshComponents/Editor/NavMeshAssetManager.cs
  19. 14
      Assets/Objects/Levels/Island/TerrainGroup.prefab
  20. 36
      Assets/Objects/UI/prefabs/LoadingScreen.prefab
  21. 519
      Assets/Objects/boats/Interceptor/Interceptor.fbx
  22. 27
      Assets/Objects/boats/Interceptor/MSLL.tif.meta
  23. 27
      Assets/Objects/boats/Interceptor/Normal.tif.meta
  24. 47
      Assets/Objects/boats/renegade/MSLL.tif.meta
  25. 27
      Assets/Objects/boats/renegade/Normal.tif.meta
  26. 29
      Assets/Objects/environment/Cliffs/Maps/Cave_defaultMat_AONormal.tif.meta
  27. 29
      Assets/Objects/environment/Cliffs/Maps/Cliff_Full_01_defaultMat_AONormal.tif.meta
  28. 25
      Assets/Objects/environment/Cliffs/Maps/Hero_defaultMat_AONormal.tif.meta
  29. 25
      Assets/Objects/environment/Cliffs/Maps/Rocks_defaultMat_AONormal.tif.meta
  30. 5
      Assets/Objects/environment/Cliffs/Materials/Env_Cliff_Full_01.mat
  31. 5
      Assets/Objects/environment/Cliffs/Materials/Env_Cliffs.mat
  32. 5
      Assets/Objects/environment/Cliffs/Materials/Env_HeroCave.mat
  33. 5
      Assets/Objects/environment/Cliffs/Materials/Env_HeroLarge.mat
  34. 5
      Assets/Objects/environment/Cliffs/Materials/Env_Rocks.mat
  35. 904
      Assets/Objects/environment/Cliffs/Meshes/Env_Cliff_Full_01.fbx
  36. 34
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_01.prefab
  37. 34
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_02.prefab
  38. 34
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Full_03.prefab
  39. 34
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_01.prefab
  40. 25
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_02.prefab
  41. 25
      Assets/Objects/environment/Cliffs/Prefabs/Cliff_Wall_03.prefab
  42. 33
      Assets/Objects/environment/Cliffs/Prefabs/Hero_Cave.prefab
  43. 34
      Assets/Objects/environment/Cliffs/Prefabs/Hero_CaveEntrance.prefab
  44. 33
      Assets/Objects/environment/Cliffs/Prefabs/Hero_CaveExit.prefab
  45. 34
      Assets/Objects/environment/Cliffs/Prefabs/Hero_Mountain.prefab
  46. 34
      Assets/Objects/environment/Cliffs/Prefabs/Hero_Tower.prefab
  47. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Large_01.prefab
  48. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Large_02.prefab
  49. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_01.prefab
  50. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_02.prefab
  51. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_03.prefab
  52. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Medium_04.prefab
  53. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_01.prefab
  54. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_02.prefab
  55. 34
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_03.prefab
  56. 25
      Assets/Objects/environment/Cliffs/Prefabs/Rock_Small_04.prefab
  57. 244
      Assets/Objects/environment/Clouds/Clouds.fbx
  58. 25
      Assets/Objects/environment/Clouds/Clouds.tif.meta
  59. 25
      Assets/Objects/environment/Trees/Maps/TreeBillBoards_Normal_Smoothness.tif.meta
  60. 25
      Assets/Objects/environment/Trees/Maps/Trees_Normal_Smoothness.tif.meta
  61. 108
      Assets/Objects/environment/Trees/Meshes/Bush_Large_01.fbx
  62. 410
      Assets/Objects/environment/Trees/Meshes/PalmB_01.fbx
  63. 381
      Assets/Objects/environment/Trees/Meshes/PalmB_02.fbx
  64. 268
      Assets/Objects/environment/Trees/Meshes/Palm_01.fbx
  65. 331
      Assets/Objects/environment/Trees/Meshes/Palm_02.fbx
  66. 305
      Assets/Objects/environment/Trees/Meshes/Palm_03.fbx
  67. 2
      Assets/Objects/misc/DefaultVolume.prefab
  68. 25
      Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_MetallicSmoothness.tif.meta
  69. 25
      Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_Normal.tif.meta
  70. 25
      Assets/Objects/props/props/Maps/Props_LOW_Matr_Props_Normal.tif.meta
  71. 2
      Assets/Objects/props/props/Materials/Matr_Props.mat
  72. 1001
      Assets/Objects/props/props/Meshes/Props_low.fbx
  73. 2
      Assets/Resources/AppSettings.prefab
  74. 4
      Assets/Scripts/Boat/HumanController.cs
  75. 15
      Assets/Scripts/Editor/AutoBuildAddressables.cs
  76. 1
      Assets/Scripts/Editor/QualitySettingsExtenstion.cs
  77. 196
      Assets/Scripts/GameSystem/AppSettings.cs
  78. 141
      Assets/Scripts/GameSystem/DefaultVolume.cs
  79. 324
      Assets/Scripts/GameSystem/InputControls.cs
  80. 8
      Assets/Scripts/GameSystem/RaceManager.cs
  81. 183
      Assets/Scripts/System/PerfomanceStats.cs
  82. 3
      Assets/Scripts/System/PerfomanceStats.cs.meta
  83. 61
      Assets/Textures/UI/Icon.png.meta
  84. 61
      Assets/Textures/UI/IconBG.png.meta
  85. 63
      Assets/Textures/UI/IconFG.png.meta
  86. 57
      Assets/Textures/UI/Splash.png.meta
  87. 304
      Assets/scenes/main_menu.unity
  88. 992
      Packages/com.verasl.water-system/Meshes/SeaVertDisp.fbx
  89. 270
      Packages/com.verasl.water-system/Meshes/Water.fbx
  90. 7
      Packages/com.verasl.water-system/Scripts/GerstnerWavesJobs.cs
  91. 15
      Packages/com.verasl.water-system/Scripts/Rendering/WaterSystemFeature.cs
  92. 3
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  93. 27
      Packages/manifest.json
  94. 71
      Packages/packages-lock.json
  95. 10
      ProjectSettings/EditorBuildSettings.asset
  96. 27
      ProjectSettings/PackageManagerSettings.asset
  97. 81
      ProjectSettings/ProjectSettings.asset
  98. 4
      ProjectSettings/ProjectVersion.txt
  99. 2
      ProjectSettings/TagManager.asset
  100. 2
      ProjectSettings/URPProjectSettings.asset

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文件差异内容过多而无法显示
查看文件

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查看文件

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Assets/Objects/environment/Trees/Meshes/PalmB_02.fbx
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Assets/Objects/environment/Trees/Meshes/Palm_01.fbx


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`L0&
`Sd|Z��Takes��CurrentS�� TakeSTake 001
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������e�|���!rL�Z�j���~�� �u�)
�p@���p����2����r@�@C�����?��_l@��9���_a���_l@��^����Y���_l@0�m����O@��_l@��Wp���?Z@��_l@ [�M��PolygonVertexIndexi0���������
���� ���� ��������������������������������������������������Edgesi&�
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Pҝ� NormalsIndexi0� ֡LayerElementUVI<�VersionIeb� NameSUV01��MappingInformationTypeSByPolygonVertex��ReferenceInformationTypeS IndexToDirectР�UVd8�ר�?���?`"��?���?�G�?`�#�?@33�?���?����?�O�?��x�?@�2�?���?���?`�N�?��A�?@33�?�ٿ�?��7�?���?��u�? �Q�?�K��?����?���?����?@�2�?@���?�G�?`�#�?ר�?���?`"��?���?���?���?��x�?@�2�?@33�?���?����?�O�?@33�?�ٿ�?`�N�?��A�?��7�?���?�K��?����?��u�? �Q�?���?����?@�2�?@���?���UVIndexi0�
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ScalingMaxSVector3DSVectorSDDD^�8PSDefaultAttributeIndexSintSIntegerSI��ShadingCYȩCullingS
CullingOffŪ,MaterialL`�STrees_BillboardMaterialSS�VersionIf�� ShadingModelSunknown��
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�EPSEmissiveSVector3DSVectorSDDDh�DPSAmbientSVector3DSVectorSD�������?D�������?D�������?ƬDPSDiffuseSVector3DSVectorSD�������?D�������?D�������?%�EPSSpecularSVector3DSVectorSD�������?D�������?D�������?q�2PS ShininessSdoubleSNumberSD4@��0PSOpacitySdoubleSNumberSD�?
�5PS ReflectivitySdoubleSNumberSDį Connections��CSOOL�gL߮CSOOL�H�L�g�CSOOL0wL�gE�CSOOL�L�gx�CSOOL��L0w��CSOOL`�L0w �Takes�CurrentS���
���c�~���"zL�Z�j���~�� �u�)

2
Assets/Objects/misc/DefaultVolume.prefab


qualityVolumes:
- m_AssetGUID: 200e02ce26d6c422db35ba0777d71a09
m_SubObjectName:
- m_AssetGUID: c439f0790281941f2988c62fa7fe2806
- m_AssetGUID: 4fe8789f8ee054ac49d9f7fe042e0918
m_SubObjectName:
- m_AssetGUID: dbf7710ff9a33440f8390ed8e04dbb77
m_SubObjectName:

25
Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_MetallicSmoothness.tif.meta


TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 10
serializedVersion: 11
mipmaps:
mipMapMode: 0
enableMipMap: 1

isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0

textureType: 0
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
ignorePngGamma: 0
applyGammaDecoding: 1
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform

textureCompression: 2
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Nintendo Switch
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

25
Assets/Objects/props/houses/Maps/HousesJetty_LOW_Matr_BuildingsJettys_Normal.tif.meta


TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 10
serializedVersion: 11
mipmaps:
mipMapMode: 0
enableMipMap: 1

isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0

textureType: 1
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
ignorePngGamma: 0
applyGammaDecoding: 1
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform

textureCompression: 2
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Nintendo Switch
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

25
Assets/Objects/props/props/Maps/Props_LOW_Matr_Props_Normal.tif.meta


TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 10
serializedVersion: 11
mipmaps:
mipMapMode: 0
enableMipMap: 1

isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0

textureType: 1
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
ignorePngGamma: 0
applyGammaDecoding: 1
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform

textureCompression: 2
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Nintendo Switch
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0

2
Assets/Objects/props/props/Materials/Matr_Props.mat


m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
version: 2
version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6

1001
Assets/Objects/props/props/Meshes/Props_low.fbx
文件差异内容过多而无法显示
查看文件

2
Assets/Resources/AppSettings.prefab


volumeManager:
m_AssetGUID: d4548d51034644d21971f134c82b6a9a
m_SubObjectName:
consoleCanvas: {fileID: 3861368940710368685, guid: eaccf287ac783bc4485d674d5998d3ab,
type: 3}
--- !u!114 &8490184438857729681
MonoBehaviour:
m_ObjectHideFlags: 0

4
Assets/Scripts/Boat/HumanController.cs


_controls.BoatControls.Steering.canceled += context => _steering = 0f;
_controls.BoatControls.Reset.performed += ResetBoat;
_controls.BoatControls.Freeze.performed += FreezeBoat;
_controls.BoatControls.Pause.performed += FreezeBoat;
_controls.BoatControls.Time.performed += SelectTime;
_controls.DebugControls.TimeOfDay.performed += SelectTime;
}
public override void OnEnable()

15
Assets/Scripts/Editor/AutoBuildAddressables.cs


using UnityEditor;
using UnityEditor.AddressableAssets.Settings;
public class AutoBuildAddressables
public static class AutoBuildAddressables
Popup();
BuildPlayerWindow.DefaultBuildMethods.BuildPlayer(options);
}
public static void Popup()
{
BuildPlayerWindow.DefaultBuildMethods.BuildPlayer(options);
}
}

1
Assets/Scripts/Editor/QualitySettingsExtenstion.cs


if (EditorGUI.EndChangeCheck() && displayAssetIndex != 0)
{
QualitySettings.SetQualityLevel(displayAssetIndex-1);
DefaultVolume.Instance.UpdateVolume();
}
if (displayAssetIndex != 0)

196
Assets/Scripts/GameSystem/AppSettings.cs


using GameplayIngredients;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor.SceneManagement;
#endif
[ManagerDefaultPrefab("AppManager")]
[ManagerDefaultPrefab(nameof(AppSettings))]
public class AppSettings : Manager
{
public enum RenderRes

[Header("Asset References")]
public AssetReference loadingScreen;
public AssetReference volumeManager;
[Header("Prefabs")]
public GameObject consoleCanvas;
public static GameObject ConsoleCanvas;
private void OnEnable()
private void Awake()
if(UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Profiling)
Debug.Log("AppManager initializing");
RenderPipelineManager.beginCameraRendering += SetRenderScale;
CmdArgs();
SetRenderScale();
SceneManager.sceneLoaded += LevelWasLoaded;
}

Application.targetFrameRate = 300;
ConsoleCanvas = Instantiate(consoleCanvas);
DontDestroyOnLoad(ConsoleCanvas);
if(DefaultVolume.Instance == null)
StartCoroutine(LoadPrefab<GameObject>(volumeManager, new AsyncOperationHandle()));
private void Start()
private void OnDisable()
var obj = GameObject.Find("[Debug Updater]"); // TODO hack to solve input class issues
if(obj != null)
Destroy(obj);
SceneManager.sceneLoaded -= LevelWasLoaded;
private void OnDisable()
private static void LevelWasLoaded(Scene scene, LoadSceneMode mode)
RenderPipelineManager.beginCameraRendering -= SetRenderScale;
CleanupCameras();
Instance.Invoke(nameof(CleanupLoadingScreen), 0.5f);
private static void LevelWasLoaded(Scene scene, LoadSceneMode mode)
private static void CleanupCameras()
if (!MainCamera)
{
MainCamera = Camera.main;
}
else
foreach (var c in GameObject.FindGameObjectsWithTag("MainCamera"))
var cams = GameObject.FindGameObjectsWithTag("MainCamera");
foreach (var c in cams)
if (MainCamera != null && c != MainCamera.gameObject)
if (c != MainCamera.gameObject) Destroy(c);
Destroy(c);
}
else
{
MainCamera = c.GetComponent<Camera>();
Instance.Invoke(nameof(CleanupLoadingScreen), 0.5f);
if (Instance.loadingScreenObject != null)
{
Instance.loadingScreen.ReleaseInstance(Instance.loadingScreenObject);
}
if(loadingScreenObject) loadingScreen?.ReleaseInstance(loadingScreenObject);
private void SetRenderScale(ScriptableRenderContext context, Camera cam)
private void SetRenderScale()
float res;
switch (maxRenderSize)
var res = maxRenderSize switch
case RenderRes._720p:
res = 1280f;
break;
case RenderRes._1080p:
res = 1920f;
break;
case RenderRes._1440p:
res = 2560f;
break;
default:
res = cam.pixelWidth;
break;
}
RenderRes._720p => 1280f,
RenderRes._1080p => 1920f,
RenderRes._1440p => 2560f,
_ => Screen.width
};
var renderScale = Mathf.Clamp(res / Screen.width, 0.1f, 1.0f);
if(UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Profiling)
Debug.Log($"Settings render scale to {renderScale * 100}% based on {maxRenderSize.ToString()}");
var renderScale = Mathf.Clamp(res / cam.pixelWidth, 0.1f, 1.0f);
maxScale = renderScale;
#if !UNITY_EDITOR
UniversalRenderPipeline.asset.renderScale = renderScale;

private void Update()
{
#if !UNITY_EDITOR
Utility.CheckQualityLevel(); //TODO - hoping to remove one day when we have a quality level callback
#endif
if (!MainCamera) return;
if (variableResolution)

var offset = 0f;
var currentFrametime = Time.deltaTime;
var rate = 0.1f;
const float rate = 0.1f;
switch (targetFramerate)
offset = targetFramerate switch
case Framerate._30:
offset = currentFrametime > (1000f / 30f) ? -rate : rate;
break;
case Framerate._60:
offset = currentFrametime > (1000f / 60f) ? -rate : rate;
break;
case Framerate._120:
offset = currentFrametime > (1000f / 120f) ? -rate : rate;
break;
}
Framerate._30 => currentFrametime > (1000f / 30f) ? -rate : rate,
Framerate._60 => currentFrametime > (1000f / 60f) ? -rate : rate,
Framerate._120 => currentFrametime > (1000f / 120f) ? -rate : rate,
_ => offset
};
currentDynamicScale = Mathf.Clamp(currentDynamicScale + offset, minScale, 1f);

UniversalRenderPipeline.asset.useSRPBatcher = enabled;
}
public static void LoadScene(string scenePath, LoadSceneMode mode = LoadSceneMode.Single)
public static void LoadScene(int buildIndex, LoadSceneMode mode = LoadSceneMode.Single)
LoadScene(SceneUtility.GetBuildIndexByScenePath(scenePath), mode);
LoadScene(SceneUtility.GetScenePathByBuildIndex(buildIndex), mode);
public static void LoadScene(int buildIndex, LoadSceneMode mode)
public static void LoadScene(string scenePath, LoadSceneMode mode = LoadSceneMode.Single)
Instance.StartCoroutine(LoadScene(buildIndex));
Instance.StartCoroutine(LoadSceneInternal(scenePath));
SceneManager.LoadSceneAsync(buildIndex, LoadSceneMode.Additive);
SceneManager.LoadSceneAsync(scenePath, LoadSceneMode.Additive);
break;
default:
throw new ArgumentOutOfRangeException(nameof(mode), mode, null);

private static IEnumerator LoadScene(int scene)
private static IEnumerator LoadSceneInternal(string scenePath)
Instance.loadingScreenObject.SendMessage("SetLoad", 0.0001f);
Debug.Log($"loading scene {SceneUtility.GetScenePathByBuildIndex(scene)} at build index {scene}");
SceneManager.LoadScene(scene);
var buildIndex = SceneUtility.GetBuildIndexByScenePath(scenePath);
if(Debug.isDebugBuild)
Debug.Log($"loading scene {scenePath} at build index {buildIndex}");
// get current scene and set a loading scene as active
var currentScene = SceneManager.GetActiveScene();
var loadingScene = SceneManager.CreateScene("Loading");
SceneManager.SetActiveScene(loadingScene);
// unload last scene
var unload = SceneManager.UnloadSceneAsync(currentScene, UnloadSceneOptions.None);
while (!unload.isDone)
{
Instance.loadingScreenObject.SendMessage("SetLoad", unload.progress * 0.5f);
yield return null;
}
// clean up
var clean = Resources.UnloadUnusedAssets();
while (!clean.isDone) { yield return null; }
// load new scene
var load = new AsyncOperation();
#if UNITY_EDITOR
if (buildIndex == -1)
{
load = EditorSceneManager.LoadSceneAsyncInPlayMode(scenePath,
new LoadSceneParameters(LoadSceneMode.Single));
}
else
{
load = SceneManager.LoadSceneAsync(buildIndex);
}
#else
load = SceneManager.LoadSceneAsync(scenePath);
#endif
while (!load.isDone)
{
Instance.loadingScreenObject.SendMessage("SetLoad", load.progress * 0.5f + 0.5f);
yield return null;
}
}
private static IEnumerator LoadPrefab<T>(AssetReference assetRef, AsyncOperationHandle assetLoading, Transform parent = null)

}
yield return assetLoading;
}
public void ExitGame()
public static void ExitGame(string s = "null")
if(s != "null")
Debug.LogError(s);
#if UNITY_EDITOR
UnityEditor.EditorApplication.ExitPlaymode();
#else

private static void CmdArgs()
{
var args = Environment.GetCommandLineArgs();
if (args.Length <= 0) return;
foreach (var argRaw in args)
{
if (argRaw[0] != '-') continue;
var arg = argRaw.Split(':');
switch (arg[0])
{
case "-loadlevel":
LoadScene(arg[1]);
break;
case "-benchmarkFlythrough":
LoadScene("benchmark_island-flythrough");
break;
}
}
}
}
public static class ConstantData

public static string GetLevelName(int level)
{
return $"level_{Levels[level]}";
return $"scenes/_levels/level_{Levels[level]}";
}
public static readonly string[] AiNames =

141
Assets/Scripts/GameSystem/DefaultVolume.cs


using System.Collections;
using BoatAttack;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Rendering;

[ExecuteAlways]
public class DefaultVolume : MonoBehaviour
{
public static DefaultVolume Instance;
public static DefaultVolume Instance { get; private set; }
private int _currentQualityLevel;
private static bool _loading;
private void Start()
private void Awake()
if (!Instance)
if (volBaseComponent && volQualityComponent)
Instance = this;
if(Application.isPlaying)
DontDestroyOnLoad(gameObject);
_currentQualityLevel = QualitySettings.GetQualityLevel();
UpdateVolume();
Init();
else if(Instance != this)
else
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log($"Extra Volume Manager cleaned up. GUID:{gameObject.GetInstanceID()}");
Utility.SafeDestroy(gameObject);
}
}
private void Init()
{
DestroyImmediate(gameObject);
return;
gameObject.hideFlags = HideFlags.HideAndDontSave;
Destroy(gameObject);
return;
DontDestroyOnLoad(gameObject);
if (Instance != null && Instance != this)
{
if (UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log($"Extra Volume Manager cleaned up. GUID:{gameObject.GetInstanceID()}");
StopAllCoroutines();
Utility.SafeDestroy(gameObject);
}
else
{
Instance = this;
gameObject.name = "[DefaultVolume]";
if (UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log($"Default Volume is {gameObject.GetInstanceID()}");
Utility.QualityLevelChange += UpdateVolume;
UpdateVolume(0, Utility.GetTrueQualityLevel()); // First time set
private void LateUpdate()
private void OnDestroy()
if (_currentQualityLevel != QualitySettings.GetQualityLevel())
{
_currentQualityLevel = QualitySettings.GetQualityLevel();
UpdateVolume();
}
StopAllCoroutines();
if (Instance == this)
Instance = null;
Utility.QualityLevelChange -= UpdateVolume;
public void UpdateVolume()
private void UpdateVolume(int level, int realLevel)
if (qualityVolumes?.Length > _currentQualityLevel && qualityVolumes[_currentQualityLevel] != null)
if (qualityVolumes?.Length > realLevel && qualityVolumes[realLevel] != null)
#if UNITY_EDITOR
LoadVolEditor(_currentQualityLevel);
#else
StartCoroutine(LoadAndApplyQualityVolume(_currentQualityLevel));
#endif
StartCoroutine(LoadAndApplyQualityVolume(realLevel));
}
if (UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Disabled) return;
if (volBaseComponent.sharedProfile && volQualityComponent.sharedProfile)
private IEnumerator LoadAndApplyQualityVolume(int index)
{
while (_loading) { yield return null; }
_loading = true;
var vol = qualityVolumes[index];
if (!vol.OperationHandle.IsValid() || !vol.OperationHandle.IsDone)
Debug.Log(message: "Updated volumes:\n" +
$" Base Volume : {volBaseComponent.sharedProfile.name}\n" +
$" Quality Volume : {volQualityComponent.sharedProfile.name}\n" +
"Total Volume Stack is now:\n");
qualityVolumes[index].LoadAssetAsync<VolumeProfile>();
yield return vol.OperationHandle;
volQualityComponent.sharedProfile = vol.OperationHandle.Result as VolumeProfile;
_loading = false;
if (UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Disabled) yield break;
Debug.Log(message: "Updated volumes:\n" +
$" Base Volume : {(volBaseComponent.sharedProfile ? volBaseComponent.sharedProfile.name : "none")}\n" +
$" Quality Volume : {(volQualityComponent.sharedProfile ? volQualityComponent.sharedProfile.name : "none")}\n" +
"Total Volume Stack is now:\n");
private void LoadVolEditor(int index)
{
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log("Loading volumes in editor.");
var assetRef = qualityVolumes[index];
var obj = assetRef.editorAsset;
volQualityComponent.sharedProfile = obj as VolumeProfile;
}
[InitializeOnLoadMethod]
private IEnumerator LoadAndApplyQualityVolume(int index)
{
var volLoading = qualityVolumes[index].LoadAssetAsync<VolumeProfile>();
yield return volLoading;
volQualityComponent.sharedProfile = volLoading.Result;
}
[RuntimeInitializeOnLoadMethod]
}
private static void LoadMe()
{
if (!(Resources.FindObjectsOfTypeAll(typeof(DefaultVolume)) is DefaultVolume[] vols)) return;
#if UNITY_EDITOR
[InitializeOnLoad]
public class StartupVolume
{
private static GameObject _vol;
static StartupVolume()
{
EditorApplication.delayCall += () =>
if (vols.Length != 0 || Instance != null)
{
foreach (var vol in vols)
{
if (vol.gameObject.activeSelf && vol.gameObject.activeInHierarchy) vol.Init();
}
}
else
var obj = AssetDatabase.LoadAssetAtPath("Assets/objects/misc/DefaultVolume.prefab", typeof(GameObject)) as GameObject;
if (obj == null) return;
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log($"Creating Volume Manager");
_vol = Object.Instantiate(obj);
_vol.hideFlags = HideFlags.HideAndDontSave;
};
Addressables.InstantiateAsync("volume_manager");
}
}
#endif
}

324
Assets/Scripts/GameSystem/InputControls.cs


// GENERATED AUTOMATICALLY FROM 'Assets/Data/InputControls.inputactions'
//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.1.0
// from Assets/Data/InputControls.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;

public class @InputControls : IInputActionCollection, IDisposable
public partial class @InputControls : IInputActionCollection2, IDisposable
{
public InputActionAsset asset { get; }
public @InputControls()

""type"": ""Value"",
""id"": ""591093b7-743c-42e6-b71e-bab02d178bd1"",
""expectedControlType"": ""Axis"",
""processors"": ""AxisDeadzone(min=0.1,max=1)"",
""interactions"": """"
},
{
""name"": ""Time"",
""type"": ""Value"",
""id"": ""637a3778-b50e-41a0-8669-f7b1698fc4ca"",
""expectedControlType"": """",
""processors"": ""AxisDeadzone(min=0.1,max=1)"",
""interactions"": """"
},

""interactions"": """"
},
{
""name"": ""Freeze"",
""name"": ""Pause"",
""type"": ""Button"",
""id"": ""097a2ec8-8df3-4d48-96e5-fbf096270878"",
""expectedControlType"": """",

""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""e7382d1c-3b18-4582-9511-5569c858581e"",
""path"": ""<Gamepad>/rightTrigger"",
""interactions"": """",
""processors"": """",
""groups"": ""Gamepad"",
""action"": ""Trottle"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""Buttons"",
""id"": ""e1093b33-e798-4080-866e-f94010a4d7e0"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Trottle"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""b9957a1f-893b-4ee8-9579-667c3bb073d3"",
""path"": ""<Gamepad>/buttonEast"",

""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""de45f7f3-08ae-4508-a9d8-aca8191f35a1"",
""path"": ""<Gamepad>/buttonSouth"",
""name"": ""negative"",
""id"": ""6b1d89c6-a8e7-4b32-9c05-f848bb1064a8"",
""path"": ""<Keyboard>/downArrow"",
""groups"": "";Gamepad"",
""groups"": ""Keyboard"",
""name"": ""Arrows"",
""id"": ""4caeca52-a08d-469a-a986-778564c27c84"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Trottle"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""id"": ""6b1d89c6-a8e7-4b32-9c05-f848bb1064a8"",
""path"": ""<Keyboard>/downArrow"",
""id"": ""c59fc22d-e257-4273-9159-4416a56a15d0"",
""path"": ""<Keyboard>/s"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",

},
{
""name"": ""positive"",
""id"": ""b25a71de-239c-4d0a-8050-0169566cea38"",
""path"": ""<Keyboard>/upArrow"",
""name"": ""negative"",
""id"": ""71ae2e67-e9b6-4a48-9669-38e7fe243cbc"",
""path"": ""<Keyboard>/z"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",

},
{
""name"": ""WSAD"",
""id"": ""1d540095-a749-43de-89cd-2806255106e3"",
""path"": ""1DAxis"",
""name"": ""positive"",
""id"": ""e7382d1c-3b18-4582-9511-5569c858581e"",
""path"": ""<Gamepad>/rightTrigger"",
""groups"": """",
""groups"": ""Gamepad"",
""isComposite"": true,
""isPartOfComposite"": false
""isComposite"": false,
""isPartOfComposite"": true
""name"": ""negative"",
""id"": ""c59fc22d-e257-4273-9159-4416a56a15d0"",
""path"": ""<Keyboard>/s"",
""name"": ""positive"",
""id"": ""de45f7f3-08ae-4508-a9d8-aca8191f35a1"",
""path"": ""<Gamepad>/buttonSouth"",
""groups"": ""Keyboard"",
""groups"": "";Gamepad"",
""action"": ""Trottle"",
""isComposite"": false,
""isPartOfComposite"": true

""id"": ""a91b562c-2ac5-4d79-9a5b-1f2e59241e92"",
""path"": ""<Keyboard>/w"",
""id"": ""b25a71de-239c-4d0a-8050-0169566cea38"",
""path"": ""<Keyboard>/upArrow"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",

},
{
""name"": ""Alt"",
""id"": ""edd450a3-5814-4902-80ec-bcc25edd0366"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Trottle"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""71ae2e67-e9b6-4a48-9669-38e7fe243cbc"",
""path"": ""<Keyboard>/z"",
""name"": ""positive"",
""id"": ""a91b562c-2ac5-4d79-9a5b-1f2e59241e92"",
""path"": ""<Keyboard>/w"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",

""isPartOfComposite"": true
},
{
""name"": ""positive"",
""id"": ""9a637b8c-8d48-42f2-9cef-114e3b8bb2ba"",
""path"": ""<Gamepad>/leftStick/right"",
""name"": ""negative"",
""id"": ""010e7196-f4dd-4d5c-8f42-f47f3984bc01"",
""path"": ""<Keyboard>/leftArrow"",
""groups"": ""Gamepad"",
""groups"": ""Keyboard"",
""name"": ""Arrows"",
""id"": ""b5b408fa-df11-4ebc-b589-5ff03be94ba1"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Steering"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""id"": ""010e7196-f4dd-4d5c-8f42-f47f3984bc01"",
""path"": ""<Keyboard>/leftArrow"",
""id"": ""c07695cd-a24b-4ba5-8162-fd6c1d55667a"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",

},
{
""name"": ""positive"",
""id"": ""36de1a52-c485-4d40-8d4d-323d8fe73445"",
""path"": ""<Keyboard>/rightArrow"",
""id"": ""9a637b8c-8d48-42f2-9cef-114e3b8bb2ba"",
""path"": ""<Gamepad>/leftStick/right"",
""groups"": ""Keyboard"",
""groups"": ""Gamepad"",
""name"": ""WSAD"",
""id"": ""24d9ae40-f8f8-4a39-abbe-68ce064083f8"",
""path"": ""1DAxis"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Steering"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""negative"",
""id"": ""c07695cd-a24b-4ba5-8162-fd6c1d55667a"",
""path"": ""<Keyboard>/a"",
""name"": ""positive"",
""id"": ""36de1a52-c485-4d40-8d4d-323d8fe73445"",
""path"": ""<Keyboard>/rightArrow"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",

{
""name"": """",
""id"": ""b449cb97-f7cf-448b-9aa9-900c8085c53d"",
""path"": ""<Keyboard>/#(r)"",
""path"": ""<Keyboard>/r"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",

""interactions"": """",
""processors"": """",
""groups"": ""Gamepad"",
""action"": ""Freeze"",
""action"": ""Pause"",
""isComposite"": false,
""isPartOfComposite"": false
},

""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""Freeze"",
""action"": ""Pause"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
{
""name"": ""DebugControls"",
""id"": ""625f8e9a-b2de-4422-89d6-ca2dcf289a8d"",
""actions"": [
{
""name"": ""PauseTime"",
""type"": ""Button"",
""id"": ""c57759c4-f215-4fe9-bd6c-1c835c6074bd"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """"
},
{
""name"": ""TimeOfDay"",
""type"": ""Value"",
""id"": ""bfb079cd-5e64-4031-b061-eb65384dacba"",
""expectedControlType"": """",
""processors"": ""AxisDeadzone(min=0.1,max=1)"",
""interactions"": """"
}
],
""bindings"": [
{
""name"": """",
""id"": ""b0262d6e-137b-4503-8f4b-124b75ec4df5"",
""path"": ""<Keyboard>/f5"",
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard"",
""action"": ""PauseTime"",
""id"": ""b7d3341c-7abe-48e6-a68e-b27eb3927b79"",
""id"": ""2b0434a7-171f-43b3-9d03-4ce4b094f5e3"",
""action"": ""Time"",
""action"": ""TimeOfDay"",
""id"": ""3c94f068-2cc6-4d07-a76a-3835151e0b0e"",
""id"": ""bfedaf52-7184-467b-92f9-65d70942efe0"",
""action"": ""Time"",
""action"": ""TimeOfDay"",
""id"": ""aa687506-3f38-4cdc-8f14-f77ce23789d9"",
""id"": ""bcf9de83-e5b3-4bac-9d76-81453677755a"",
""action"": ""Time"",
""action"": ""TimeOfDay"",
""id"": ""59cadf6b-f60d-4a7e-9b9c-a21ecfdfb51e"",
""id"": ""ff51058c-7728-4c35-9a9b-81d916d2c847"",
""action"": ""Time"",
""action"": ""TimeOfDay"",
""id"": ""e8db53d1-5ded-40fe-965b-727f321a403a"",
""id"": ""02b681cb-4360-4b75-aca7-b0e2af63dc98"",
""action"": ""Time"",
""action"": ""TimeOfDay"",
""id"": ""d5357c68-6b8a-4c12-996c-801c5a015beb"",
""id"": ""cb19bc84-0e7b-4a9a-904c-15b238d10952"",
""action"": ""Time"",
""action"": ""TimeOfDay"",
""id"": ""9a495693-8098-4d83-b2d6-711526e83c37"",
""id"": ""f3f7d26e-9e8b-43bf-985a-c53211bfa141"",
""action"": ""Time"",
""action"": ""TimeOfDay"",
""id"": ""38dc845f-f219-4b56-947c-542a4cf33da6"",
""id"": ""3788c13b-1c68-4e83-9699-fd8cf9ef4660"",
""action"": ""Time"",
""action"": ""TimeOfDay"",
""isComposite"": false,
""isPartOfComposite"": false
}

// BoatControls
m_BoatControls = asset.FindActionMap("BoatControls", throwIfNotFound: true);
m_BoatControls_Trottle = m_BoatControls.FindAction("Trottle", throwIfNotFound: true);
m_BoatControls_Time = m_BoatControls.FindAction("Time", throwIfNotFound: true);
m_BoatControls_Freeze = m_BoatControls.FindAction("Freeze", throwIfNotFound: true);
m_BoatControls_Pause = m_BoatControls.FindAction("Pause", throwIfNotFound: true);
// DebugControls
m_DebugControls = asset.FindActionMap("DebugControls", throwIfNotFound: true);
m_DebugControls_PauseTime = m_DebugControls.FindAction("PauseTime", throwIfNotFound: true);
m_DebugControls_TimeOfDay = m_DebugControls.FindAction("TimeOfDay", throwIfNotFound: true);
}
public void Dispose()

{
asset.Disable();
}
public IEnumerable<InputBinding> bindings => asset.bindings;
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
private readonly InputAction m_BoatControls_Time;
private readonly InputAction m_BoatControls_Freeze;
private readonly InputAction m_BoatControls_Pause;
public InputAction @Time => m_Wrapper.m_BoatControls_Time;
public InputAction @Freeze => m_Wrapper.m_BoatControls_Freeze;
public InputAction @Pause => m_Wrapper.m_BoatControls_Pause;
public InputActionMap Get() { return m_Wrapper.m_BoatControls; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }

@Trottle.started -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTrottle;
@Trottle.performed -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTrottle;
@Trottle.canceled -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTrottle;
@Time.started -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTime;
@Time.performed -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTime;
@Time.canceled -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnTime;
@Steering.started -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnSteering;
@Steering.performed -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnSteering;
@Steering.canceled -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnSteering;

@Freeze.started -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnFreeze;
@Freeze.performed -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnFreeze;
@Freeze.canceled -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnFreeze;
@Pause.started -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnPause;
@Pause.performed -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnPause;
@Pause.canceled -= m_Wrapper.m_BoatControlsActionsCallbackInterface.OnPause;
}
m_Wrapper.m_BoatControlsActionsCallbackInterface = instance;
if (instance != null)

@Trottle.canceled += instance.OnTrottle;
@Time.started += instance.OnTime;
@Time.performed += instance.OnTime;
@Time.canceled += instance.OnTime;
@Steering.started += instance.OnSteering;
@Steering.performed += instance.OnSteering;
@Steering.canceled += instance.OnSteering;

@Freeze.started += instance.OnFreeze;
@Freeze.performed += instance.OnFreeze;
@Freeze.canceled += instance.OnFreeze;
@Pause.started += instance.OnPause;
@Pause.performed += instance.OnPause;
@Pause.canceled += instance.OnPause;
// DebugControls
private readonly InputActionMap m_DebugControls;
private IDebugControlsActions m_DebugControlsActionsCallbackInterface;
private readonly InputAction m_DebugControls_PauseTime;
private readonly InputAction m_DebugControls_TimeOfDay;
public struct DebugControlsActions
{
private @InputControls m_Wrapper;
public DebugControlsActions(@InputControls wrapper) { m_Wrapper = wrapper; }
public InputAction @PauseTime => m_Wrapper.m_DebugControls_PauseTime;
public InputAction @TimeOfDay => m_Wrapper.m_DebugControls_TimeOfDay;
public InputActionMap Get() { return m_Wrapper.m_DebugControls; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(DebugControlsActions set) { return set.Get(); }
public void SetCallbacks(IDebugControlsActions instance)
{
if (m_Wrapper.m_DebugControlsActionsCallbackInterface != null)
{
@PauseTime.started -= m_Wrapper.m_DebugControlsActionsCallbackInterface.OnPauseTime;
@PauseTime.performed -= m_Wrapper.m_DebugControlsActionsCallbackInterface.OnPauseTime;
@PauseTime.canceled -= m_Wrapper.m_DebugControlsActionsCallbackInterface.OnPauseTime;
@TimeOfDay.started -= m_Wrapper.m_DebugControlsActionsCallbackInterface.OnTimeOfDay;
@TimeOfDay.performed -= m_Wrapper.m_DebugControlsActionsCallbackInterface.OnTimeOfDay;
@TimeOfDay.canceled -= m_Wrapper.m_DebugControlsActionsCallbackInterface.OnTimeOfDay;
}
m_Wrapper.m_DebugControlsActionsCallbackInterface = instance;
if (instance != null)
{
@PauseTime.started += instance.OnPauseTime;
@PauseTime.performed += instance.OnPauseTime;
@PauseTime.canceled += instance.OnPauseTime;
@TimeOfDay.started += instance.OnTimeOfDay;
@TimeOfDay.performed += instance.OnTimeOfDay;
@TimeOfDay.canceled += instance.OnTimeOfDay;
}
}
}
public DebugControlsActions @DebugControls => new DebugControlsActions(this);
private int m_GamepadSchemeIndex = -1;
public InputControlScheme GamepadScheme
{

public interface IBoatControlsActions
{
void OnTrottle(InputAction.CallbackContext context);
void OnTime(InputAction.CallbackContext context);
void OnFreeze(InputAction.CallbackContext context);
void OnPause(InputAction.CallbackContext context);
}
public interface IDebugControlsActions
{
void OnPauseTime(InputAction.CallbackContext context);
void OnTimeOfDay(InputAction.CallbackContext context);
}
}

8
Assets/Scripts/GameSystem/RaceManager.cs


using UnityEngine.SceneManagement;
using BoatAttack.UI;
using UnityEngine.Playables;
using UnityEngine.Rendering.Universal;
using Random = UnityEngine.Random;
namespace BoatAttack

private void Awake()
{
Debug.Log("RaceManager Loaded");
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log("RaceManager Loaded");
Instance = this;
}

public static IEnumerator SetupRace()
{
if(RaceData == null) RaceData = Instance.demoRaceData; // make sure we have the data, otherwise default to demo data
while (WaypointGroup.Instance == null) // TODO need to re-write whole game loading/race setup logic as it is dirty
{
yield return null;
}
WaypointGroup.Instance.Setup(RaceData.reversed); // setup waypoints
yield return Instance.StartCoroutine(CreateBoats()); // spawn boats;

183
Assets/Scripts/System/PerfomanceStats.cs


using System.Collections.Generic;
using System;
using System.Collections.Generic;
using BoatAttack;
using BoatAttack.Benchmark;
using TMPro;
public class PerfomanceStats : MonoBehaviour {
public class PerfomanceStats : MonoBehaviour
{
// Frame time stats
private PerfBasic Stats;
private TestInfo defaultInfo;
private float frametime;
private float runtime;
// Frame time stats
private List<float> samples = new List<float>();
private int totalSamples = 250;
// Demo stuff
public PerfMode mode = PerfMode.DisplayOnly;
private const int demoFrames = 1000;
// TempData
private float averageFrametime;
private float averageVel;
private FrameData minFrame = FrameData.DefaultMin;
private FrameData maxFrame = FrameData.DefaultMax;
// UI display
public Text frametimeDisplay;
// UI display
private TextMeshProUGUI frametimeDisplay;
private string debugInfo;
void Update () {
frametimeDisplay.text = "";
// sample frametime
samples.Insert(0, Time.deltaTime); // add sample at the start
if(samples.Count >= totalSamples - 1)
{
samples.RemoveAt(totalSamples);
}
UpdateFrametime();
private void Start()
{
CreateTextGui();
defaultInfo = new TestInfo("Test");
}
long totalMem = Profiler.GetTotalAllocatedMemoryLong();
frametimeDisplay.text += string.Format("Total Memory:{0}Mbs\n", ((float)totalMem / 1000000).ToString("##.00"));
long gpuMem = Profiler.GetAllocatedMemoryForGraphicsDriver();
frametimeDisplay.text += string.Format("GPU Memory:{0}Mbs\n", ((float)gpuMem / 1000000).ToString("##.00"));
public void StartRun(string benchmarkName, int runLength)
{
Stats = new PerfBasic(benchmarkName, Benchmark.UrpVersion, runLength);
if(frametimeDisplay == null)
CreateTextGui();
}
private void Update ()
{
if (!frametimeDisplay) return;
// Timing
frametime = Time.unscaledDeltaTime * 1000f;
runtime += Time.unscaledDeltaTime;
UpdateFrametime();
//frametimeDisplay.text += string.Format("RenderPipe:{0}ms", "d");
//Displaying
var totalMem = Profiler.GetTotalAllocatedMemoryLong();
var mem = ((float) totalMem / 1000000).ToString("#0.00");
var gpuMem = Profiler.GetAllocatedMemoryForGraphicsDriver();
var gpu = ((float) gpuMem / 1000000).ToString("#0.00");
DrawText(mem, gpu);
//Saving Data
if (mode == PerfMode.Benchmark && Stats != null)
{
if (Benchmark.CurrentRunIndex >= 0 && Benchmark.CurrentRunIndex < Stats.RunData.Length)
{
var runData = Stats.RunData?[Benchmark.CurrentRunIndex];
if (runData == null)
Stats.RunData[0] = new RunData(new float[Benchmark.Current.runLength]);
runData.rawSamples[Benchmark.CurrentRunFrame] = frametime; // add sample
}
}
// Auto mode
if (mode == PerfMode.DisplayOnly)
{
Benchmark.CurrentRunFrame++;
if (Benchmark.CurrentRunFrame >= demoFrames)
Benchmark.CurrentRunFrame = 0;
}
void UpdateFrametime()
private void DrawText(string memory, string gpuMemory)
float avgFrametime = 0f;
float sampleDivision = 1f / samples.Count;
for(var i = 0; i < samples.Count; i++)
frametimeDisplay.text = "";
var info = mode == PerfMode.Benchmark ? Stats?.info ?? defaultInfo : defaultInfo;
debugInfo = $"<b>Unity:</b>{info.UnityVersion} " +
$"<b>URP:</b>{info.UrpVersion} " +
$"<b>Build:</b>{info.BoatAttackVersion} " +
$"<b>Scene:</b>{info.Scene} " +
$"<b>Quality:</b>{info.Quality}\n" +
//////////////////////////////////////////////////
$"<b>DeviceInfo:</b>{info.Platform} " +
$"{info.API} " +
$"{info.Os}\n" +
//////////////////////////////////////////////////
$"<b>CPU:</b>{info.CPU} " +
$"<b>GPU:</b>{info.GPU} " +
$"<b>Resolution:</b>{info.Resolution}\n" +
//////////////////////////////////////////////////
$"<b>CurrentFrame:</b>{Benchmark.CurrentRunFrame} " +
$"<b>Mem:</b>{memory}mb " +
$"<b>GPUMem:</b>{gpuMemory}mb\n" +
//////////////////////////////////////////////////
$"<b>Frametimes Average:</b>{averageFrametime:#0.00}ms " +
$"<b>Min(Fastest):</b>{minFrame.ms:#0.00}ms(@frame {minFrame.frameIndex}) " +
$"<b>Max(Slowest):</b>{maxFrame.ms:#0.00}ms(@frame {maxFrame.frameIndex})";
frametimeDisplay.text = $"<size=50>{Application.productName} Benchmark - {info.BenchmarkName}</size>\n{debugInfo}";
}
public void EndRun()
{
var runNumber = Benchmark.CurrentRunIndex == -1 ? "Warmup" : (Benchmark.CurrentRunIndex + 1).ToString();
Debug.Log($"<b>{Stats.info.BenchmarkName} " +
$"Run {runNumber}:" +
$"TotalRuntime:{runtime:#0.00}s</b>\n{debugInfo}");
if (Benchmark.CurrentRunIndex >= 0 && !Benchmark.SimpleRun)
avgFrametime += samples[i] * sampleDivision;
Stats.RunData[Benchmark.CurrentRunIndex].EndRun(runtime, minFrame, maxFrame);
}
minFrame = FrameData.DefaultMin;
maxFrame = FrameData.DefaultMax;
runtime = 0.0f;
}
public PerfBasic EndBench()
{
frametimeDisplay.text = "<size=50>Benchmark Ended</size>";
return Stats != null ? Stats : null;
}
private void UpdateFrametime()
{
averageFrametime = Mathf.SmoothDamp(averageFrametime, frametime, ref averageVel, 5.0f);
averageFrametime = Mathf.SmoothDamp(averageFrametime, frametime, ref averageVel, 5.0f);
if (minFrame.ms > frametime)
{
minFrame.Set(Benchmark.CurrentRunFrame, frametime);
}
if (maxFrame.ms < frametime)
{
maxFrame.Set(Benchmark.CurrentRunFrame, frametime);
}
frametimeDisplay.text += string.Format("Total time:{0}ms fps:{1}\n", (avgFrametime * 1000).ToString("00.00"), (1f / avgFrametime).ToString("###.00"));
}
private void CreateTextGui()
{
var textGo = new GameObject("perfText", typeof(TextMeshProUGUI));
textGo.transform.SetParent(AppSettings.ConsoleCanvas.transform, true);
frametimeDisplay = textGo.GetComponent<TextMeshProUGUI>();
frametimeDisplay.fontSize = 20.0f;
frametimeDisplay.lineSpacing = 1.2f;
frametimeDisplay.characterSpacing = 5.0f;
frametimeDisplay.raycastTarget = false;
var rectTransform = frametimeDisplay.rectTransform;
rectTransform.anchorMin = rectTransform.sizeDelta = rectTransform.anchoredPosition = Vector2.zero;
rectTransform.anchorMax = Vector2.one;
}
public enum PerfMode
{
Benchmark,
DisplayOnly
}
}

3
Assets/Scripts/System/PerfomanceStats.cs.meta


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992
Packages/com.verasl.water-system/Meshes/SeaVertDisp.fbx
文件差异内容过多而无法显示
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270
Packages/com.verasl.water-system/Meshes/Water.fbx
文件差异内容过多而无法显示
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7
Packages/com.verasl.water-system/Scripts/GerstnerWavesJobs.cs


using Unity.Burst;
using Unity.Mathematics;
using Unity.Collections;
using UnityEngine.Rendering.Universal;
using WaterSystem.Data;
namespace WaterSystem

public static void Init()
{
Debug.Log("Initializing Gerstner Waves Jobs");
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log("Initializing Gerstner Waves Jobs");
//Wave data
_waveCount = Water.Instance._waves.Length;
_waveData = new NativeArray<Wave>(_waveCount, Allocator.Persistent);

public static void Cleanup()
{
Debug.Log("Cleaning up Gerstner Wave Jobs");
if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
Debug.Log("Cleaning up Gerstner Wave Jobs");
_waterHeightHandle.Complete();
//Cleanup native arrays

15
Packages/com.verasl.water-system/Scripts/Rendering/WaterSystemFeature.cs


public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterFXTag);
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_WaterFX_Profile)) // makes sure we have profiling ability
{
context.ExecuteCommandBuffer(cmd);

if (cam.cameraType == CameraType.Preview || !WaterCausticMaterial)
return;
var sunMatrix = RenderSettings.sun != null
? RenderSettings.sun.transform.localToWorldMatrix
: Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(-45f, 45f, 0f), Vector3.one);
WaterCausticMaterial.SetMatrix("_MainLightDir", sunMatrix);
CommandBuffer cmd = CommandBufferPool.Get(k_RenderWaterCausticsTag);
CommandBuffer cmd = CommandBufferPool.Get();
var sunMatrix = RenderSettings.sun != null
? RenderSettings.sun.transform.localToWorldMatrix
: Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(-45f, 45f, 0f), Vector3.one);
WaterCausticMaterial.SetMatrix("_MainLightDir", sunMatrix);
// Create mesh if needed
if (!m_mesh)
m_mesh = GenerateCausticsMesh(1000f);

3
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


//return fresnelTerm.xxxx;
BRDFData brdfData;
InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, 1, brdfData);
half alpha = 1;
InitializeBRDFData(half3(0, 0, 0), 0, half3(1, 1, 1), 0.95, alpha, brdfData);
half3 spec = DirectBDRF(brdfData, IN.normal, mainLight.direction, IN.viewDir) * shadow * mainLight.color;
#ifdef _ADDITIONAL_LIGHTS
uint pixelLightCount = GetAdditionalLightsCount();

27
Packages/manifest.json


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71
Packages/packages-lock.json


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81
ProjectSettings/ProjectSettings.asset


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2
ProjectSettings/TagManager.asset


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ProjectSettings/URPProjectSettings.asset


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