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368 行
11 KiB
368 行
11 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.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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#if UNITY_EDITOR
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using UnityEditor.SceneManagement;
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#endif
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// ReSharper disable InconsistentNaming
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namespace BoatAttack
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{
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[ManagerDefaultPrefab(nameof(AppSettings))]
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public class AppSettings : Manager
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{
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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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[Header("Prefabs")]
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public GameObject consoleCanvas;
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public static GameObject ConsoleCanvas;
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// Use this for initialization
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private void Awake()
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{
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if(UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Profiling)
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Debug.Log("AppManager initializing");
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Initialize();
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CmdArgs();
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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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ConsoleCanvas = Instantiate(consoleCanvas);
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DontDestroyOnLoad(ConsoleCanvas);
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MainCamera = Camera.main;
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}
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private void OnDisable()
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{
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SceneManager.sceneLoaded -= LevelWasLoaded;
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}
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private static void LevelWasLoaded(Scene scene, LoadSceneMode mode)
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{
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CleanupCameras();
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Instance.Invoke(nameof(CleanupLoadingScreen), 0.5f);
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}
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private static void CleanupCameras()
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{
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foreach (var c in GameObject.FindGameObjectsWithTag("MainCamera"))
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{
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if (MainCamera != null && c != MainCamera.gameObject)
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{
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Destroy(c);
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}
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else
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{
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MainCamera = c.GetComponent<Camera>();
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}
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}
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}
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private void CleanupLoadingScreen()
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{
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if(loadingScreenObject) loadingScreen?.ReleaseInstance(loadingScreenObject);
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}
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private void SetRenderScale()
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{
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var res = maxRenderSize switch
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{
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RenderRes._720p => 1280f,
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RenderRes._1080p => 1920f,
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RenderRes._1440p => 2560f,
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_ => Screen.width
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};
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var renderScale = Mathf.Clamp(res / Screen.width, 0.1f, 1.0f);
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if(UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Profiling)
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Debug.Log($"Settings render scale to {renderScale * 100}% based on {maxRenderSize.ToString()}");
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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 !UNITY_EDITOR
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Utility.CheckQualityLevel(); //TODO - hoping to remove one day when we have a quality level callback
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#endif
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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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const float rate = 0.1f;
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offset = targetFramerate switch
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{
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Framerate._30 => currentFrametime > (1000f / 30f) ? -rate : rate,
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Framerate._60 => currentFrametime > (1000f / 60f) ? -rate : rate,
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Framerate._120 => currentFrametime > (1000f / 120f) ? -rate : rate,
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_ => offset
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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(int buildIndex, LoadSceneMode mode = LoadSceneMode.Single)
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{
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LoadScene(SceneUtility.GetScenePathByBuildIndex(buildIndex), mode);
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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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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(LoadSceneInternal(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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private static IEnumerator LoadSceneInternal(string scenePath)
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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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Instance.loadingScreenObject.SendMessage("SetLoad", 0.0001f);
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DontDestroyOnLoad(Instance.loadingScreenObject);
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var buildIndex = SceneUtility.GetBuildIndexByScenePath(scenePath);
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if(Debug.isDebugBuild)
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Debug.Log($"loading scene {scenePath} at build index {buildIndex}");
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// get current scene and set a loading scene as active
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var currentScene = SceneManager.GetActiveScene();
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var loadingScene = SceneManager.CreateScene("Loading");
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SceneManager.SetActiveScene(loadingScene);
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// unload last scene
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var unload = SceneManager.UnloadSceneAsync(currentScene, UnloadSceneOptions.None);
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while (!unload.isDone)
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{
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Instance.loadingScreenObject.SendMessage("SetLoad", unload.progress * 0.5f);
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yield return null;
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}
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// clean up
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var clean = Resources.UnloadUnusedAssets();
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while (!clean.isDone) { yield return null; }
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// load new scene
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var load = new AsyncOperation();
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#if UNITY_EDITOR
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if (buildIndex == -1)
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{
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load = EditorSceneManager.LoadSceneAsyncInPlayMode(scenePath,
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new LoadSceneParameters(LoadSceneMode.Single));
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}
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else
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{
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load = SceneManager.LoadSceneAsync(buildIndex);
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}
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#else
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load = SceneManager.LoadSceneAsync(scenePath);
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#endif
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while (!load.isDone)
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{
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Instance.loadingScreenObject.SendMessage("SetLoad", load.progress * 0.5f + 0.5f);
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yield return null;
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}
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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 static void ExitGame(string s = "null")
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{
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if(s != "null")
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Debug.LogError(s);
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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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private static void CmdArgs()
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{
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var args = Environment.GetCommandLineArgs();
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if (args.Length <= 0) return;
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foreach (var argRaw in args)
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{
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if (argRaw[0] != '-') continue;
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var arg = argRaw.Split(':');
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switch (arg[0])
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{
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case "-loadlevel":
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LoadScene(arg[1]);
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break;
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case "-benchmarkFlythrough":
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LoadScene("benchmark_island-flythrough");
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break;
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}
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}
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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 $"scenes/_levels/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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