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New Menu

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Thomas ICHÉ 5 年前
当前提交
51aeb95a
共有 20 个文件被更改,包括 3156 次插入352 次删除
  1. 24
      Assets/SampleLoader/Font/Roboto-Light.ttf.meta
  2. 208
      Assets/SampleLoader/SampleLoader.cs
  3. 611
      Assets/Samples/VoxelizedTerrain/VoxelizedTerrain.unity
  4. 935
      Assets/VisualEffectSamples.unity
  5. 272
      Assets/SampleLoader/Font/Roboto-Light-Small.ttf
  6. 36
      Assets/SampleLoader/Font/Roboto-Light-Small.ttf.meta
  7. 8
      Assets/SampleLoader/Prefabs.meta
  8. 8
      Assets/SampleLoader/Textures.meta
  9. 365
      Assets/SampleLoader/Prefabs/Button-SceneLoad.prefab
  10. 7
      Assets/SampleLoader/Prefabs/Button-SceneLoad.prefab.meta
  11. 197
      Assets/SampleLoader/Prefabs/Button.prefab
  12. 7
      Assets/SampleLoader/Prefabs/Button.prefab.meta
  13. 311
      Assets/SampleLoader/Prefabs/Toggle.prefab
  14. 7
      Assets/SampleLoader/Prefabs/Toggle.prefab.meta
  15. 24
      Assets/SampleLoader/Textures/ic-close.png
  16. 115
      Assets/SampleLoader/Textures/ic-close.png.meta
  17. 258
      Assets/SampleLoader/Textures/ic-menu.psd
  18. 115
      Assets/SampleLoader/Textures/ic-menu.psd.meta

24
Assets/SampleLoader/Font/Roboto-Light.ttf.meta


- Roboto
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208
Assets/SampleLoader/SampleLoader.cs


public Image FullScreenBlack;
public Text SceneNameText;
public string ChangeButtonName = "Submit";
public float SceneChangeDuration = 60.0f;
[Header("Scene Loading")]
[Header("Debug")]
[Header("Scene Loading")]
public Toggle DemoModeToggle;
public float DemoModeSceneChangeDuration = 20.0f;
public GameObject DemoModeProgressBG;
public RectTransform DemoModeProgressBar;
[Header("Options Menu")]
public KeyCode MenuToggleKey = KeyCode.Escape;
public RectTransform OptionsMenuTransform;
public Button OpenMenuButton;
public Button CloseMenuButton;
[Header("Load Scene Window")]
public GameObject LoadSceneWindowRoot;
[Header("FPS Counter")]
public Toggle FPSCounterToggle;
int next = 0;
bool fading;
bool loading;
float fadeTTL;
// Start is called before the first frame update
int currentScene = 0;
bool m_Fading;
bool m_Loading;
float m_FadeTTL;
SetFPSVisible(false);
SetMenuVisible(false);
SetLoadSceneWindowVisible(false);
SetDemoMode(true);
#region FPS COUNTER
void UpdateDebug()
{
if (FramerateText == null)

return Time.unscaledDeltaTime;
}
bool m_FPSVisible = false;
void Update()
public void SetFPSVisible(bool visible)
if (Input.GetKeyDown(KeyCode.Escape))
Application.Quit();
DebugRoot.SetActive(visible);
m_FPSVisible = visible;
FPSCounterToggle.isOn = visible;
}
if (Input.GetKeyDown(KeyCode.F12) && DebugRoot != null)
DebugRoot.SetActive(!DebugRoot.activeSelf);
public void MenuToggleFPSCounter()
{
SetFPSVisible(FPSCounterToggle.isOn);
}
UpdateDebug();
#endregion
#region OPTIONS MENU
bool m_MenuVisible = false;
fadeTTL -= Time.unscaledDeltaTime;
public void SetMenuVisible(bool visible)
{
if(visible)
{
if(m_LoadSceneWindowVisible)
SetLoadSceneWindowVisible(false);
OpenMenuButton.gameObject.SetActive(false);
OptionsMenuTransform.anchoredPosition = new Vector3(0, 0, 0);
}
else
{
OpenMenuButton.gameObject.SetActive(true);
OptionsMenuTransform.anchoredPosition = new Vector3(OptionsMenuTransform.sizeDelta.x, 0, 0);
}
m_MenuVisible = visible;
}
public void ExitApplication()
{
Application.Quit();
}
#endregion
#region DEMO MODE
bool m_DemoMode = false;
public void SetDemoMode(bool value)
{
m_DemoMode = value;
DemoModeToggle.isOn = value;
DemoModeProgressBG.SetActive(value);
if (value)
m_FadeTTL = DemoModeSceneChangeDuration;
}
public void MenuToggleDemoMode()
{
SetDemoMode(DemoModeToggle.isOn);
}
public void UpdateDemoMode()
{
// Pauses the demo mode when in the menu
if (m_MenuVisible || m_LoadSceneWindowVisible || m_Loading || m_Fading)
return;
m_FadeTTL -= Time.unscaledDeltaTime;
DemoModeProgressBar.localScale = new Vector3(1.0f - (m_FadeTTL / DemoModeSceneChangeDuration),1,1);
fadeTTL = SceneChangeDuration;
m_FadeTTL = DemoModeSceneChangeDuration;
if (!loading && (Input.GetButton(ChangeButtonName) || Input.touchCount != 0 || (fadeTTL < 0.0f)))
if (!m_Loading && m_FadeTTL < 0.0f)
NextScene();
}
#endregion
#region LOAD SAMPLE WINDOW
bool m_LoadSceneWindowVisible = false;
public void SetLoadSceneWindowVisible(bool value)
{
if (value)
SetMenuVisible(false);
LoadSceneWindowRoot.SetActive(value);
m_LoadSceneWindowVisible = value;
}
public void MenuLoadScene(int index)
{
SetLoadSceneWindowVisible(false);
if(index >= 0)
SwitchToScene(index);
}
#endregion
void Update()
{
if (Input.GetKeyDown(MenuToggleKey))
int current = next;
next = (next + 1) % (SceneManager.sceneCountInBuildSettings - 1);
SetLoadSceneWindowVisible(false);
SetMenuVisible(!m_MenuVisible);
}
if (Input.GetKeyDown(KeyCode.F12))
SetFPSVisible(!m_FPSVisible);
if(next != current)
StartCoroutine(LoadScene(current, next));
if (Input.GetKeyDown(KeyCode.F11))
SetDemoMode(!m_DemoMode);
UpdateDebug();
if(m_DemoMode)
UpdateDemoMode();
if (!m_Loading && (Input.GetButton(ChangeButtonName) || Input.touchCount != 0))
{
NextScene();
#region SCENE LOADING
public void NextScene()
{
int previous = currentScene;
currentScene = (currentScene + 1) % (SceneManager.sceneCountInBuildSettings - 1);
if (currentScene != previous)
StartCoroutine(LoadScene(previous, currentScene));
}
void SwitchToScene(int index)
{
int previous = currentScene;
if(index != previous)
StartCoroutine(LoadScene(previous, index));
currentScene = index;
}
loading = true;
m_Loading = true;
int sceneToUnload = -1, sceneToLoad;

if(scene.Length == 2) // Need to unload
{
StartCoroutine(FadeInCoroutine());
while (fading)
while (m_Fading)
yield return new WaitForEndOfFrame();
AsyncOperation unload = SceneManager.UnloadSceneAsync(sceneToUnload+1);

SceneNameText.text = SceneManager.GetSceneAt(1).name;
StartCoroutine(FadeOutCoroutine());
while (fading)
while (m_Fading)
loading = false;
fadeTTL = SceneChangeDuration;
m_Loading = false;
m_FadeTTL = DemoModeSceneChangeDuration;
fading = true;
m_Fading = true;
float alpha = 0.0f;
while(alpha <= 1.0f)

yield return new WaitForEndOfFrame();
}
fading = false;
m_Fading = false;
fading = true;
m_Fading = true;
float alpha = 1.0f;
while (alpha >= 0.0f)
{

yield return new WaitForEndOfFrame();
}
fading = false;
m_Fading = false;
#endregion
}

611
Assets/Samples/VoxelizedTerrain/VoxelizedTerrain.unity


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之前 之后
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