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Small Fixes / Discover Content (p4#4384)

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Thomas ICHÉ 5 年前
当前提交
3a2051c6
共有 29 个文件被更改,包括 3503 次插入1327 次删除
  1. 2
      Assets/BuildSettings/SpaceshipDemo/PC-Linux-Release.asset
  2. 71
      Assets/Scenes/MainMenu/MainMenu.unity
  3. 292
      Assets/Scenes/Spaceship/Spaceship.unity
  4. 621
      Assets/Scenes/Spaceship/Spaceship_LD.unity
  5. 184
      Assets/Scenes/Spaceship/Spaceship_Wrecked_FX.unity
  6. 8
      Assets/VFX/Effects/ARUI/BridgeRoom/Alert/ARUI-Radar-Grid.vfx
  7. 4
      Assets/VFX/Effects/ARUI/BridgeRoom/Alert/ARUI-Radar-Main.vfx
  8. 874
      Assets/VFX/Effects/Core/ShipCore-Nucleus.vfx
  9. 919
      Assets/VFX/Effects/Core/ShipCore-Ring.vfx
  10. 2
      Assets/VFX/Effects/Fire/firePoolA.vfx
  11. 108
      Assets/VFX/Effects/MainMenu/ARUI-Galaxy-Menu.vfx
  12. 26
      LocalPackages/net.peeweek.gameplay-ingredients/Editor/Discover/DiscoverEditor.cs
  13. 167
      LocalPackages/net.peeweek.gameplay-ingredients/Editor/Discover/DiscoverWindow.cs
  14. 10
      LocalPackages/net.peeweek.gameplay-ingredients/Icons/Actions/ic-action-ui.png
  15. 23
      LocalPackages/net.peeweek.gameplay-ingredients/Icons/Actions/ic-action-ui.png.meta
  16. 1
      LocalPackages/net.peeweek.gameplay-ingredients/Runtime/Discover/Discover.cs
  17. 2
      LocalPackages/net.peeweek.gameplay-ingredients/Runtime/LevelScripting/Actions/DirectorControlRigAction.cs.meta
  18. 2
      LocalPackages/net.peeweek.gameplay-ingredients/Runtime/LevelScripting/Actions/FocusUIAction.cs.meta
  19. 2
      LocalPackages/net.peeweek.gameplay-ingredients/Runtime/LevelScripting/Actions/ToggleUIAction.cs.meta
  20. 1001
      Assets/VFX/Textures/Generic/Flare.psd
  21. 121
      Assets/VFX/Textures/Generic/Flare.psd.meta
  22. 39
      Assets/VFX/Textures/Generic/Star2.png
  23. 84
      Assets/VFX/Textures/Generic/Star2.png.meta
  24. 5
      LocalPackages/net.peeweek.gameplay-ingredients/Icons/Actions/ic-action-director.png
  25. 101
      LocalPackages/net.peeweek.gameplay-ingredients/Icons/Actions/ic-action-director.png.meta
  26. 10
      LocalPackages/net.peeweek.gameplay-ingredients/Icons/Actions/ic-action-log.png
  27. 101
      LocalPackages/net.peeweek.gameplay-ingredients/Icons/Actions/ic-action-log.png.meta
  28. 39
      LocalPackages/net.peeweek.gameplay-ingredients/Runtime/LevelScripting/Actions/LogAction.cs
  29. 11
      LocalPackages/net.peeweek.gameplay-ingredients/Runtime/LevelScripting/Actions/LogAction.cs.meta

2
Assets/BuildSettings/SpaceshipDemo/PC-Linux-Release.asset


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71
Assets/Scenes/MainMenu/MainMenu.unity


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Description: The main menu map is started after the base credits. The scene displays
a camera animation around an effect, used as background for the UI of the menus.
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SectionContent: The Scene Features a main Visual Effect that contains the grid
lines, cloud corona and all other elements for the galaxy.
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292
Assets/Scenes/Spaceship/Spaceship.unity


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Description: 'If you want to build a player of the demo, you can access the Build
frontend window using ''File/Build Frontend'' menu item.
Upon opening the window, select the build profile you want, then click the ''Build
Selected'' or ''+Run'' button to build and optionally run the build once it''s
ready.'
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Description:
Description: 'This set of Scenes contains the whole gameplay walkthrough for the
Spaceship Demo. This window will guide you through all the stages of the demo,
and will let you access elements that compose the demo.
<i>If this information is displayed in the inspector, you can navigate more easily
using the ''Help/Discover Spaceship Demo''</i>'
- SectionName: Player Start
SectionContent: 'PlayerStart is the gameobject that handles the creation of the
First Person Controller.
- SectionName: Navigating the Walkthrough
SectionContent: 'Click the list items in the left part of the window in order
to access various sections of the discovery of this scene.
While it is not created automatically at startup (Because of the intro cintematic),
it responds to a SPAWN_PLAYER message.'
Actions:
- Description: PlayerStart Prefab
Target: {fileID: 8069839521301533709}
The navigation is split between different sections:
<b>Demo Scripted Events</b> is the category that define the walktrhough from
the start to the end of the demo.
<b>Visual Effects</b> is the section where all other things related to VFX will
be present. There are some generic effects and systems that you will find around,
here is a list of points of interest.'
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621
Assets/Scenes/Spaceship/Spaceship_LD.unity


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Description: 'The elevator introduction introduces the player to the spaceship environment.

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Description: jhgjhgjhg
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Description: 'Alert Mode is the final stage of the walkthrough. During this 30 second
state, missiles will hit the ship, and the holographic table will display an overview
of the battle between the player''s ship and its attackers.
The sequence ends with a big hit, fading to black.'
Priority: 7
- SectionName: jhg
SectionContent: jhg
Actions: []
- SectionName: Alert Sequence
SectionContent: 'The Alert Sequence cuts abruptly the landing site search sequence
to display a map of the battle between our ship, and its attackers.
The Environment is split through 2 Visual effects, that are gathered into one
Main VFX one for the grid, one for the clouds and asteroids. This is intended
for readability.
Ships are different configuration of the ARUI-Battleship VFX with different
targets.'
Actions:
- Description: Alert Timeline
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- Description: Main VFX
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- Description: Environment Sub-VFX
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type: 3}
- Description: Generic Ship VFX (Includes missiles)
Target: {fileID: 8926484042661614526, guid: 85cb9755d9f33b4429d44c7a12cd90d2,
type: 3}
- SectionName: 'In Parallel : Core Room'
SectionContent: During this attack sequence, the core, at the end of the corridor
depletes, then collapses. The following section depicts the mechanisms used
to be in sync with this sequence.
Actions:
- Description: Core Room Under Attack
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Description: 'After the First Corridor, you encounter your first interaction at

selected.'
Priority: 1
Sections:
- SectionName: Interactive Item
SectionContent: The Small dot in midair is an interactive element that is reactive
to the Player Controller. When hovering with the crosshair, it triggers an animation
and a state change. The visuals are made of a Visual Effect with a boolean property
(ARUI-Hover)
Actions:
- Description: InteractiveButton Game Object
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- Description: VFX Graph used for this effect
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- Description: Interactive Game Object (Root)
Target: {fileID: 1225765272}
- SectionName: Security Terminal Sequence
SectionContent: 'The Security Terminal Sequence starts upon activation of the
Interactive Item.
It is a timeline sequence that activates many Effects.
'
Actions:
- Description: Login Sequence Root
Target: {fileID: 1872206184}
- Description: Timeline
Target: {fileID: 11400000, guid: c493c8da31c69c94a906107b0b355b57, type: 2}
- Description: 'VFX : Background Pane'
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- Description: 'VFX : Header'
Target: {fileID: 8926484042661614526, guid: 97a14259dcc01c14ca0188d049dd1d1f,
type: 3}
- Description: 'VFX : Cipher Squares'
Target: {fileID: 8926484042661614526, guid: 7fd1fe30818191442813b086dc7858e4,
type: 3}
- Description: 'VFX : Progress Bar'
Target: {fileID: 8926484042661614526, guid: b4fe7e91f1b528c49a45c21eb22d10d9,
type: 3}
- Description: 'VFX : Terminal Text'
Target: {fileID: 8926484042661614526, guid: 6707a930b27b77a48a31a09b9073d8d6,
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- Description: 'VFX : Projector'
Target: {fileID: 8926484042661614526, guid: 8a1b5c50c48dd774b86f441e36e30399,
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- SectionName: InteractionVolume
SectionContent: 'The Interaction Volume defines which area will enable the visibility
of the HUD Crosshair of the player. It uses the VFX Volume Mixer <i>InteractionArea</i>

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The common elements are the following:'
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: Galaxy Navigation.'
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destination elements.
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26
LocalPackages/net.peeweek.gameplay-ingredients/Editor/Discover/DiscoverEditor.cs


DrawDiscoverContentGUI(m_Discover);
}
if(!string.IsNullOrEmpty(discover.Category))
GUILayout.Label(discover.Category, DiscoverWindow.Styles.subHeader);
GUILayout.Label(discover.Category, DiscoverWindow.Styles.subHeader);
GUILayout.Label(discover.Name, DiscoverWindow.Styles.header);
using (new GUILayout.VerticalScope(DiscoverWindow.Styles.indent))

{
GUILayout.Label(action.Description);
GUILayout.FlexibleSpace();
using (new GUILayout.HorizontalScope(GUILayout.MinWidth(160)))
using (new GUILayout.HorizontalScope(GUILayout.MinWidth(160), GUILayout.Height(22)))
{
ActionButtonGUI(action.Target);
}

static void ActionButtonGUI(UnityEngine.Object target)
{
if (target == null)
{
EditorGUI.BeginDisabledGroup(true);
GUILayout.Button("(No Object)");
EditorGUI.EndDisabledGroup();
return;
}
Type t = target.GetType();
if (t == typeof(GameObject))

AssetDatabase.OpenAsset(go);
}
}
}
else if (t == typeof(Discover))
{
if (GUILayout.Button("Discover"))
{
var discover = target as Discover;
Selection.activeGameObject = discover.gameObject;
DiscoverWindow.SelectDiscover(discover);
}
}
else if (t == typeof(VisualEffectAsset))
{

167
LocalPackages/net.peeweek.gameplay-ingredients/Editor/Discover/DiscoverWindow.cs


if (value != GetShowOnStartup(name)) EditorPrefs.SetBool($"{name}.ShowAtStartup", value);
}
public static void SelectDiscover(Discover discover)
{
foreach(var window in s_Windows)
{
foreach(var categoryKvp in window.discoverObjects)
{
if (categoryKvp.Value.Contains(discover))
{
window.SetSelectedDiscover(discover);
break;
}
}
}
}
public static void Reload()
{
EditorApplication.update -= ShowAtStartup;

static void InitShowAtStartup()
{
string[] guids = AssetDatabase.FindAssets("t:DiscoverAsset");
foreach(var guid in guids)
foreach (var guid in guids)
if(asset.EnableShowAtStartup)
if (asset.EnableShowAtStartup)
{
if (s_StartupDiscoverAssets == null)
s_StartupDiscoverAssets = new List<DiscoverAsset>();

}
if(s_StartupDiscoverAssets != null && s_StartupDiscoverAssets.Count > 0)
if (s_StartupDiscoverAssets != null && s_StartupDiscoverAssets.Count > 0)
EditorApplication.update += ShowAtStartup;
}

{
foreach(var discoverAsset in s_StartupDiscoverAssets)
foreach (var discoverAsset in s_StartupDiscoverAssets)
if(GetShowOnStartup(discoverAsset.PreferenceName))
if (GetShowOnStartup(discoverAsset.PreferenceName))
ShowDiscoverWindow(discoverAsset);
}
}

static List<DiscoverWindow> s_Windows;
if(discoverAsset != null)
if (discoverAsset != null)
{
var window = GetWindow<DiscoverWindow>(true);
window.SetDiscoverAsset(discoverAsset);

}
}
public DiscoverAsset discoverAsset { get; private set; }
DiscoverAsset discoverAsset;
bool forceGlobal;
void SetDiscoverAsset(DiscoverAsset discover)

EditorSceneManager.newSceneCreated += UpdateDiscoverObjectsOnCreate;
EditorSceneManager.sceneOpened += UpdateDiscoverObjectsOnLoad;
EditorSceneSetup.onSetupLoaded += UpdateDiscoverObjectsOnLoadSetup;
if (s_Windows == null)
s_Windows = new List<DiscoverWindow>();
if(!s_Windows.Contains(this))
s_Windows.Add(this);
}
private void OnDisable()

EditorSceneSetup.onSetupLoaded -= UpdateDiscoverObjectsOnLoadSetup;
if (s_Windows.Contains(this))
s_Windows.Remove(this);
}
Dictionary<string, List<Discover>> discoverObjects = null;

}
// Ensure something is selected is possible
if (selectedDiscover == null) // Try Fetching a default
{
foreach (var categoryKvp in discoverObjects)
{
selectedDiscover = categoryKvp.Value.FirstOrDefault(o => o.DefaultSelected == true);
if (selectedDiscover != null)
break;
}
}
Repaint();
}

{
foreach (var category in discoverObjects.Keys.OrderBy((x) => x.ToString()))
{
GUILayout.Label(category, EditorStyles.boldLabel);
if(!string.IsNullOrEmpty(category))
GUILayout.Label(category, EditorStyles.boldLabel);
foreach (var item in discoverObjects[category])
{

if (discoverAsset.Debug)
Selection.activeObject = item;
if (SceneView.lastActiveSceneView != null && item.AlignViewToTransform)
{
SceneView.lastActiveSceneView.AlignViewToObject(item.transform);
}
}
if (selectedDiscover.ObjectsToToggle != null)
{
// Reverse Toggle previous GameObjects state
foreach (var go in selectedDiscover.ObjectsToToggle)
{
if (go.GameObject == null)
continue;
switch (go.State)
{
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Disable:
go.GameObject.SetActive(true);
break;
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Enable:
go.GameObject.SetActive(false);
break;
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Toggle:
go.GameObject.SetActive(go.GameObject.activeSelf);
break;
}
}
}
// Set the new item
selectedDiscover = item;
if (selectedDiscover.ObjectsToToggle != null)
{
// Toggle Next GameObjects State
foreach (var go in selectedDiscover.ObjectsToToggle)
{
if (go.GameObject == null)
continue;
switch (go.State)
{
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Disable:
go.GameObject.SetActive(false);
break;
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Enable:
go.GameObject.SetActive(true);
break;
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Toggle:
go.GameObject.SetActive(go.GameObject.activeSelf);
break;
}
}
SetSelectedDiscover(item);
}
}

GUILayout.EndScrollView();
}
}
}
void SetSelectedDiscover(Discover newSelection)
{
if (SceneView.lastActiveSceneView != null && newSelection.AlignViewToTransform)
{
SceneView.lastActiveSceneView.AlignViewToObject(newSelection.transform);
}
if (selectedDiscover.ObjectsToToggle != null)
{
// Reverse Toggle previous GameObjects state
foreach (var go in selectedDiscover.ObjectsToToggle)
{
if (go.GameObject == null)
continue;
switch (go.State)
{
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Disable:
go.GameObject.SetActive(true);
break;
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Enable:
go.GameObject.SetActive(false);
break;
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Toggle:
go.GameObject.SetActive(go.GameObject.activeSelf);
break;
}
}
}
// Set the new item
selectedDiscover = newSelection;
if (selectedDiscover.ObjectsToToggle != null)
{
// Toggle Next GameObjects State
foreach (var go in selectedDiscover.ObjectsToToggle)
{
if (go.GameObject == null)
continue;
switch (go.State)
{
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Disable:
go.GameObject.SetActive(false);
break;
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Enable:
go.GameObject.SetActive(true);
break;
case Actions.ToggleGameObjectAction.GameObjectToggle.GameObjectToggleState.Toggle:
go.GameObject.SetActive(go.GameObject.activeSelf);
break;
}
}
}
contentScroll = Vector2.zero;
}
void LoadSceneSetup(EditorSceneSetup setup)

10
LocalPackages/net.peeweek.gameplay-ingredients/Icons/Actions/ic-action-ui.png

之前 之后
宽度: 16  |  高度: 16  |  大小: 591 B

23
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1
LocalPackages/net.peeweek.gameplay-ingredients/Runtime/Discover/Discover.cs


{
public string Name = "Discover";
public string Category = "Category";
public bool DefaultSelected = false;
public bool AlignViewToTransform = false;
public GameObjectToggle[] ObjectsToToggle;

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LocalPackages/net.peeweek.gameplay-ingredients/Runtime/LevelScripting/Actions/DirectorControlRigAction.cs.meta


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查看文件

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之前 之后
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LocalPackages/net.peeweek.gameplay-ingredients/Icons/Actions/ic-action-director.png

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LocalPackages/net.peeweek.gameplay-ingredients/Icons/Actions/ic-action-log.png

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39
LocalPackages/net.peeweek.gameplay-ingredients/Runtime/LevelScripting/Actions/LogAction.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyAttributes;
namespace GameplayIngredients.Actions
{
public class LogAction : ActionBase
{
const string kHelpText = @"Wildcards:
%INSTIGATOR% : Instigator Name
%TIME% : Time (since startup)
";
[Multiline, InfoBox(kHelpText, InfoBoxType.Normal)]
public string LogText = "Instigator = %INSTIGATOR%";
public LogType type = LogType.Log;
public override void Execute(GameObject instigator = null)
{
Debug.unityLogger.Log(type, FormatString(instigator));
}
string FormatString(GameObject instigator)
{
string text = LogText;
if(text.Contains("%INSTIGATOR%"))
{
text = text.Replace("%INSTIGATOR%", instigator == null ? "NULL" : instigator.name);
}
if(text.Contains("%TIME%"))
{
text = text.Replace("%TIME%", Time.time.ToString());
}
return text;
}
}
}

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