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