Commit 7b01f188 authored by ShereenOthman's avatar ShereenOthman

Added rock collector and counter and prefabs

parent 7b0fdf74
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--- !u!50 &5504871389098103611
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......@@ -172,3 +127,38 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
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......@@ -7,22 +7,33 @@ public class Basket : MonoBehaviour
private int rockCount = 0;
private int maxRocks = 5;
void OntriggerEnter2D(Collider2D other)
private void OnTriggerEnter2D(Collider2D other)
{
if (other.gameobject.CompareTag("Rock"))
{
rockCount++;
Destroy(other.gameobject);
if (rockCount >= maxRocks)
{
Debug.Log("Basket is full!"); //etmla
}
if (!other.CompareTag("Rock"))
return;
rockCount++;
if (rockCount >= maxRocks)
{
Debug.Log("Basket is full!");
}
}
void Full()
private void OnTriggerExit2D(Collider2D other)
{
if (!other.CompareTag("Rock"))
return;
rockCount--;
if (rockCount < 0)
rockCount = 0;
}
private void Update()
{
// Logic when basket is full
Debug.Log("Current count: " + rockCount);
}
}
......@@ -4,7 +4,7 @@ public class RockSpawner : MonoBehaviour
{
[Header("Spawn")]
public Transform mouthPoint;
public GameObject rockPrefab;
public GameObject[] rockPrefab;
public float spawnInterval = 0.6f;
public int burstCount = 1;
public bool looping = true;
......@@ -35,7 +35,7 @@ public class RockSpawner : MonoBehaviour
{
if (rockPrefab == null || mouthPoint == null) return;
GameObject go = Instantiate(rockPrefab, mouthPoint.position, Quaternion.identity);
GameObject go = Instantiate(rockPrefab[Random.Range(0, rockPrefab.Length)], mouthPoint.position, Quaternion.identity);
Rigidbody2D rb = go.GetComponent<Rigidbody2D>();
if (rb == null) rb = go.AddComponent<Rigidbody2D>();
......@@ -55,6 +55,11 @@ public class RockSpawner : MonoBehaviour
rb.angularVelocity = Random.Range(-angularVelocityRange, angularVelocityRange);
// Optional: destroy after some time to clean up
Destroy(go, 10f);
}
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nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 0
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 256
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: iPhone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:
using System;
using System.Linq;
using UnityEditor.Presets;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.U2D;
namespace UnityEditor.U2D.SpriteShape
{
internal class GameObjectCreation
{
const int k_MenuPriority = 4;
[MenuItem("GameObject/2D Object/Sprite Shape/Open Shape", false, k_MenuPriority)]
static void MenuItem_GameObject2DObjectSpriteShapeOpenShape(MenuCommand menuCommand)
{
var asset = AssetDatabase.LoadAssetAtPath<GameObject>("Packages/com.unity.2d.spriteshape/Editor/ObjectMenuCreation/DefaultAssets/Sprite Shapes/Open Sprite Shape.prefab") as GameObject;
var preset = new PresetType(asset.GetComponent<SpriteShapeController>());
var defaults = Preset.GetDefaultPresetsForType(preset).Count(x => x.enabled);
var go = CreateGameObject("Open Sprite Shape", menuCommand, new []{typeof(SpriteShapeController)});
go.GetComponent<SpriteShapeController>().spline.isOpenEnded = true;
if (defaults == 0)
EditorUtility.CopySerialized(asset.GetComponent<SpriteShapeController>(), go.GetComponent<SpriteShapeController>());
}
[MenuItem("GameObject/2D Object/Sprite Shape/Closed Shape", false, k_MenuPriority)]
static void MenuItem_GameObject2DObjectSpriteShapeClosedShape(MenuCommand menuCommand)
{
var asset = AssetDatabase.LoadAssetAtPath<GameObject>("Packages/com.unity.2d.spriteshape/Editor/ObjectMenuCreation/DefaultAssets/Sprite Shapes/Closed Sprite Shape.prefab") as GameObject;
var preset = new PresetType(asset.GetComponent<SpriteShapeController>());
var defaults = Preset.GetDefaultPresetsForType(preset).Count(x => x.enabled);
var go = CreateGameObject("Closed Sprite Shape", menuCommand, new []{typeof(SpriteShapeController)});
go.GetComponent<SpriteShapeController>().spline.isOpenEnded = false;
if (defaults == 0)
EditorUtility.CopySerialized(asset.GetComponent<SpriteShapeController>(), go.GetComponent<SpriteShapeController>());
}
internal static GameObject CreateGameObject(string name, MenuCommand menuCommand, params Type[] components)
{
var parent = menuCommand.context as GameObject;
var newGO = ObjectFactory.CreateGameObject(name, components);
newGO.name = name;
Selection.activeObject = newGO;
Place(newGO, parent);
Undo.RegisterCreatedObjectUndo(newGO, string.Format("Create {0}", name));
return newGO;
}
internal static void Place(GameObject go, GameObject parentTransform)
{
if (parentTransform != null)
{
var transform = go.transform;
Undo.SetTransformParent(transform, parentTransform.transform, "Reparenting");
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
transform.localScale = Vector3.one;
go.layer = parentTransform.gameObject.layer;
if (parentTransform.GetComponent<RectTransform>())
ObjectFactory.AddComponent<RectTransform>(go);
}
else
{
PlaceGameObjectInFrontOfSceneView(go);
StageUtility.PlaceGameObjectInCurrentStage(go); // may change parent
}
// Only at this point do we know the actual parent of the object and can modify its name accordingly.
GameObjectUtility.EnsureUniqueNameForSibling(go);
Undo.SetCurrentGroupName("Create " + go.name);
Selection.activeGameObject = go;
if (EditorSettings.defaultBehaviorMode == EditorBehaviorMode.Mode2D)
{
var position = go.transform.position;
position.z = 0;
go.transform.position = position;
}
}
internal static void PlaceGameObjectInFrontOfSceneView(GameObject go)
{
var view = SceneView.lastActiveSceneView;
if (view != null)
{
view.MoveToView(go.transform);
}
}
}
}
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MonoImporter:
externalObjects: {}
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using UnityEngine;
using UnityEngine.U2D;
using System.Collections.Generic;
using UnityEditor.SceneManagement;
using UnityEditor.U2D.SpriteShape;
using Object = UnityEngine.Object;
namespace UnityEditor.U2D
{
[InitializeOnLoad]
internal static class SceneDragAndDrop
{
static SceneDragAndDrop()
{
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui += OnSceneGUI;
EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI;
#else
SceneView.onSceneGUIDelegate += OnSceneGUI;
#endif
}
static class Contents
{
public static readonly string createString = "Create Sprite Shape";
}
static List<Object> s_SceneDragObjects;
static DragType s_DragType;
enum DragType { NotInitialized, CreateMultiple }
public delegate string ShowFileDialogDelegate(string title, string defaultName, string extension, string message, string defaultPath);
static void OnSceneGUI(SceneView sceneView)
{
HandleSceneDrag(sceneView, Event.current, DragAndDrop.objectReferences, DragAndDrop.paths);
}
public static GameObject Create(UnityEngine.U2D.SpriteShape shape, Vector3 position, SceneView sceneView)
{
string name = string.IsNullOrEmpty(shape.name) ? "New SpriteShapeController" : shape.name;
name = GameObjectUtility.GetUniqueNameForSibling(null, name);
GameObject go = new GameObject(name);
SpriteShapeController shapeController = go.AddComponent<SpriteShapeController>();
shapeController.spriteShape = shape;
go.transform.position = position;
go.hideFlags = HideFlags.HideAndDontSave;
return go;
}
static void OnHierarchyGUI(int instanceID, Rect rect)
{
HandleSceneDrag(null, Event.current, DragAndDrop.objectReferences, null);
}
static List<UnityEngine.U2D.SpriteShape> GetSpriteShapeFromPathsOrObjects(Object[] objects, string[] paths, EventType currentEventType)
{
List<UnityEngine.U2D.SpriteShape> result = new List<UnityEngine.U2D.SpriteShape>();
foreach (Object obj in objects)
{
if (AssetDatabase.Contains(obj))
{
if (obj is UnityEngine.U2D.SpriteShape)
result.Add(obj as UnityEngine.U2D.SpriteShape);
}
}
return result;
}
static void HandleSceneDrag(SceneView sceneView, Event evt, Object[] objectReferences, string[] paths)
{
if (evt.type != EventType.DragUpdated && evt.type != EventType.DragPerform && evt.type != EventType.DragExited)
return;
switch (evt.type)
{
case EventType.DragUpdated:
{
DragType newDragType = DragType.CreateMultiple;
if (s_DragType != newDragType || s_SceneDragObjects == null)
// Either this is first time we are here OR evt.alt changed during drag
{
if (ExistingAssets(objectReferences)) // External drag with images that are not in the project
{
List<UnityEngine.U2D.SpriteShape> assets = GetSpriteShapeFromPathsOrObjects(objectReferences, paths,
evt.type);
if (assets.Count == 0)
return;
if (s_DragType != DragType.NotInitialized)
// evt.alt changed during drag, so we need to cleanup and start over
CleanUp(true);
s_DragType = newDragType;
CreateSceneDragObjects(assets);
}
}
if (s_SceneDragObjects != null)
{
if (sceneView != null)
PositionSceneDragObjects(s_SceneDragObjects, sceneView, evt.mousePosition);
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
evt.Use();
}
}
break;
case EventType.DragPerform:
{
List<UnityEngine.U2D.SpriteShape> assets = GetSpriteShapeFromPathsOrObjects(objectReferences, paths, evt.type);
if (assets.Count > 0 && s_SceneDragObjects != null)
{
// For external drags, we have delayed all creation to DragPerform because only now we have the imported sprite assets
if (s_SceneDragObjects.Count == 0)
{
CreateSceneDragObjects(assets);
if (sceneView != null)
PositionSceneDragObjects(s_SceneDragObjects, sceneView, evt.mousePosition);
}
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
foreach (GameObject dragGO in s_SceneDragObjects)
{
if (prefabStage != null)
{
var parTransform = Selection.activeTransform != null
? Selection.activeTransform
: prefabStage.prefabContentsRoot.transform;
dragGO.transform.SetParent(parTransform, true);
}
Undo.RegisterCreatedObjectUndo(dragGO, "Create Shape");
dragGO.hideFlags = HideFlags.None;
}
Selection.objects = s_SceneDragObjects.ToArray();
CleanUp(false);
evt.Use();
}
}
break;
case EventType.DragExited:
{
if (s_SceneDragObjects != null)
{
CleanUp(true);
evt.Use();
}
}
break;
}
}
static void PositionSceneDragObjects(List<Object> objects, SceneView sceneView, Vector2 mousePosition)
{
Vector3 position = Vector3.zero;
position = HandleUtility.GUIPointToWorldRay(mousePosition).GetPoint(10);
if (sceneView.in2DMode)
{
position.z = 0f;
}
else
{
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
object hit = HandleUtility.RaySnap(HandleUtility.GUIPointToWorldRay(mousePosition));
if (hit != null)
{
RaycastHit rh = (RaycastHit)hit;
position = rh.point;
}
}
foreach (GameObject gameObject in objects)
{
gameObject.transform.position = position;
}
}
static void CreateSceneDragObjects(List<UnityEngine.U2D.SpriteShape> shapes)
{
if (s_SceneDragObjects == null)
s_SceneDragObjects = new List<Object>();
if (s_DragType == DragType.CreateMultiple)
{
foreach (UnityEngine.U2D.SpriteShape sprite in shapes)
s_SceneDragObjects.Add(CreateDragGO(sprite, Vector3.zero));
}
else
{
s_SceneDragObjects.Add(CreateDragGO(shapes[0], Vector3.zero));
}
}
static void CleanUp(bool deleteTempSceneObject)
{
if (deleteTempSceneObject)
{
foreach (GameObject gameObject in s_SceneDragObjects)
Object.DestroyImmediate(gameObject, false);
}
if (s_SceneDragObjects != null)
{
s_SceneDragObjects.Clear();
s_SceneDragObjects = null;
}
s_DragType = DragType.NotInitialized;
}
static bool ExistingAssets(Object[] objects)
{
foreach (Object obj in objects)
{
if (AssetDatabase.Contains(obj))
return true;
}
return false;
}
static GameObject CreateDragGO(UnityEngine.U2D.SpriteShape spriteShape, Vector3 position)
{
SpriteShapeController spriteShapeController = SpriteShapeEditorUtility.CreateSpriteShapeController(spriteShape);
GameObject gameObject = spriteShapeController.gameObject;
gameObject.transform.position = position;
gameObject.hideFlags = HideFlags.HideAndDontSave;
spriteShapeController.spriteShape = spriteShape;
SpriteShapeEditorUtility.SetShapeFromAsset(spriteShapeController);
return gameObject;
}
}
}
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timeCreated: 1504685300
licenseType: Pro
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userData:
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using System;
using UnityEditor.U2D.Common;
using UnityEditorInternal;
using UnityEngine;
namespace UnityEditor.U2D
{
internal class SpriteSelector
{
int m_SelectedSprite = 0;
Sprite[] m_SpriteList = null;
Texture[] m_Thumbnails;
Vector2 m_ScrollPos;
int m_WindowSize = 0;
int m_ImageSize = 4;
bool m_Inspector = true;
public bool inspector
{
get => m_Inspector;
set => m_Inspector = value;
}
public int imageSize
{
get { return m_ImageSize; }
set { m_ImageSize = value; }
}
public int windowSize
{
get { return m_WindowSize; }
set { m_WindowSize = value; }
}
public int selectedIndex
{
get { return m_SelectedSprite; }
set { m_SelectedSprite = value; }
}
public bool hasSprites
{
get { return (m_SpriteList != null) && (m_SpriteList.Length != 0); }
}
internal static class Styles
{
public static GUIStyle gridList = "GridList";
public static GUIContent spriteList = EditorGUIUtility.TrTextContent("Sprite Variant");
public static GUIContent missingSprites = EditorGUIUtility.TrTextContent("No brushes defined.");
public static GUIStyle localGrid = null;
}
public SpriteSelector()
{
m_SpriteList = null;
}
public void SetCustomSize(int windowSizer, int imageSizer)
{
m_WindowSize = windowSizer;
m_ImageSize = imageSizer;
m_Inspector = false;
}
public void ResetSize()
{
m_WindowSize = 0;
m_ImageSize = 64;
m_Inspector = true;
}
public void UpdateSprites(Sprite[] sprites)
{
m_SpriteList = sprites;
UpdateSelection(0);
}
public void UpdateSelection(int newSelectedBrush)
{
m_SelectedSprite = newSelectedBrush;
}
private static int CalcTotalHorizSpacing(int xCount, GUIStyle style, GUIStyle firstStyle, GUIStyle midStyle, GUIStyle lastStyle)
{
if (xCount < 2)
return 0;
if (xCount == 2)
return Mathf.Max(firstStyle.margin.right, lastStyle.margin.left);
int internalSpace = Mathf.Max(midStyle.margin.left, midStyle.margin.right);
int horizSpace = Mathf.Max(firstStyle.margin.right, midStyle.margin.left) + Mathf.Max(midStyle.margin.right, lastStyle.margin.left) + internalSpace * (xCount - 3);
return horizSpace;
}
// Helper function: Get all mouse rects
private static Rect[] CalcMouseRects(Rect position, GUIContent[] contents, int xCount, float elemWidth, float elemHeight, GUIStyle style, GUIStyle firstStyle, GUIStyle midStyle, GUIStyle lastStyle, bool addBorders, GUI.ToolbarButtonSize buttonSize)
{
int count = contents.Length;
int x = 0;
float xPos = position.xMin, yPos = position.yMin;
GUIStyle currentStyle = style;
Rect[] retval = new Rect[count];
if (count > 1)
currentStyle = firstStyle;
for (int i = 0; i < count; i++)
{
float w = 0;
switch (buttonSize)
{
case GUI.ToolbarButtonSize.Fixed:
w = elemWidth;
break;
case GUI.ToolbarButtonSize.FitToContents:
w = currentStyle.CalcSize(contents[i]).x;
break;
}
if (!addBorders)
retval[i] = new Rect(xPos, yPos, w, elemHeight);
else
retval[i] = currentStyle.margin.Add(new Rect(xPos, yPos, w, elemHeight));
//we round the values to the dpi-aware pixel grid
retval[i] = GUIUtility.AlignRectToDevice(retval[i]);
GUIStyle nextStyle = midStyle;
if (i == count - 2 || i == xCount - 2)
nextStyle = lastStyle;
xPos = retval[i].xMax + Mathf.Max(currentStyle.margin.right, nextStyle.margin.left);
x++;
if (x >= xCount)
{
x = 0;
yPos += elemHeight + Mathf.Max(style.margin.top, style.margin.bottom);
xPos = position.xMin;
nextStyle = firstStyle;
}
currentStyle = nextStyle;
}
return retval;
}
static void DrawRectangleOutline(Rect rect, Color color)
{
Color currentColor = Handles.color;
Handles.color = color;
// Draw viewport outline
Vector3[] points = new Vector3[5];
points[0] = new Vector3(rect.x, rect.y, 0.0f);
points[1] = new Vector3(rect.x + rect.width, rect.y, 0.0f);
points[2] = new Vector3(rect.x + rect.width, rect.y + rect.height, 0.0f);
points[3] = new Vector3(rect.x, rect.y + rect.height, 0.0f);
points[4] = new Vector3(rect.x, rect.y, 0.0f);
Handles.DrawPolyLine(points);
Handles.color = currentColor;
}
// Make a button grid
private static int DoButtonGrid(Rect position, int selected, GUIContent[] contents, string[] controlNames, int xCount, GUIStyle style, GUIStyle firstStyle, GUIStyle midStyle, GUIStyle lastStyle, GUI.ToolbarButtonSize buttonSize, bool[] contentsEnabled = null)
{
int count = contents.Length;
if (count == 0)
return selected;
if (xCount <= 0)
{
Debug.LogWarning("You are trying to create a SelectionGrid with zero or less elements to be displayed in the horizontal direction. Set xCount to a positive value.");
return selected;
}
if (contentsEnabled != null && contentsEnabled.Length != count)
throw new ArgumentException("contentsEnabled");
// Figure out how large each element should be
int rows = count / xCount;
if (count % xCount != 0)
rows++;
float totalHorizSpacing = CalcTotalHorizSpacing(xCount, style, firstStyle, midStyle, lastStyle);
float totalVerticalSpacing = Mathf.Max(style.margin.top, style.margin.bottom) * (rows - 1);
float elemWidth = (position.width - totalHorizSpacing) / xCount;
float elemHeight = (position.height - totalVerticalSpacing) / rows;
if (style.fixedWidth != 0)
elemWidth = style.fixedWidth;
if (style.fixedHeight != 0)
elemHeight = style.fixedHeight;
Rect[] buttonRects = CalcMouseRects(position, contents, xCount, elemWidth, elemHeight, style, firstStyle, midStyle, lastStyle, false, buttonSize);
GUIStyle selectedButtonStyle = null;
int selectedButtonID = 0;
for (int buttonIndex = 0; buttonIndex < count; ++buttonIndex)
{
bool wasEnabled = GUI.enabled;
GUI.enabled &= (contentsEnabled == null || contentsEnabled[buttonIndex]);
var buttonRect = buttonRects[buttonIndex];
var content = contents[buttonIndex];
if (controlNames != null)
GUI.SetNextControlName(controlNames[buttonIndex]);
var id = GUIUtility.GetControlID("ButtonGrid".GetHashCode(), FocusType.Passive, buttonRect);
if (buttonIndex == selected)
selectedButtonID = id;
switch (Event.current.GetTypeForControl(id))
{
case EventType.MouseDown:
if (buttonRect.Contains(Event.current.mousePosition))
{
GUIUtility.hotControl = id;
Event.current.Use();
}
break;
case EventType.MouseDrag:
if (GUIUtility.hotControl == id)
Event.current.Use();
break;
case EventType.MouseUp:
if (GUIUtility.hotControl == id)
{
GUIUtility.hotControl = 0;
Event.current.Use();
GUI.changed = true;
return buttonIndex;
}
break;
case EventType.Repaint:
var buttonStyle = count == 1 ? style : (buttonIndex == 0 ? firstStyle : (buttonIndex == count - 1 ? lastStyle : midStyle));
var isSelected = selected == buttonIndex;
if (!isSelected)
{
GUI.DrawTexture(buttonRect, content.image, ScaleMode.ScaleToFit, true);
GUI.Label(new Rect(buttonRect.x, buttonRect.y, 32, 32), buttonIndex.ToString());
}
else
selectedButtonStyle = buttonStyle;
break;
}
GUI.enabled = wasEnabled;
}
// draw selected button at the end so it overflows nicer
if (selectedButtonStyle != null)
{
var buttonRect = buttonRects[selected];
var content = contents[selected];
var wasEnabled = GUI.enabled;
GUI.enabled &= (contentsEnabled == null || contentsEnabled[selected]);
GUI.DrawTexture(new Rect(buttonRect.x + 4, buttonRect.y + 4, buttonRect.width - 8, buttonRect.height - 8), content.image, ScaleMode.ScaleToFit, true);
DrawRectangleOutline(buttonRect, GUI.skin.settings.selectionColor);
GUI.Label(new Rect(buttonRect.x, buttonRect.y, 32, 32), selected.ToString());
GUI.enabled = wasEnabled;
}
return selected;
}
// Get Temp Texture Contents for Sprites.
private static GUIContent[] Temp(Texture[] images)
{
GUIContent[] retval = new GUIContent[images.Length];
for (int i = 0; i < images.Length; i++)
{
retval[i] = new GUIContent(images[i]);
}
return retval;
}
public Sprite GetActiveSprite()
{
if (m_SelectedSprite >= m_SpriteList.Length)
m_SelectedSprite = 0;
return m_SpriteList[m_SelectedSprite];
}
public bool ShowGUI(int selectedIndex)
{
bool repaint = false;
if (m_SpriteList == null || m_SpriteList.Length == 0)
return false;
int approxSize = 64;
int approxHolderSize = approxSize + 2;
if (Styles.localGrid == null)
{
Styles.localGrid = new GUIStyle(Styles.gridList);
}
// 64, 56, 36, 28
int[] actualSizes = new int[] {0, 64, 48, 32, 24};
int clamped = Math.Min(imageSize, 4);
int actualSize = actualSizes[clamped];
Styles.localGrid.fixedWidth = actualSize;
Styles.localGrid.fixedHeight = actualSize;
m_SelectedSprite = (selectedIndex > m_SpriteList.Length) ? 0 : selectedIndex;
int wwidth = m_WindowSize == 0 ? (int)InternalEditorBridge.GetEditorGUILayoutLastRect().width : (int)m_WindowSize;
int viewwidth = (int)(wwidth - EditorGUIUtility.labelWidth - approxSize);
int columns = (int)(viewwidth) / actualSize;
columns = columns <= 0 ? 1 : columns;
int rows = (int)Mathf.Ceil((m_SpriteList.Length + columns - 1) / columns);
int lyColumns = inspector ? (approxHolderSize) : approxHolderSize;
EditorGUILayout.BeginHorizontal("box");
{
GUILayout.Label(Styles.spriteList, EditorStyles.label, GUILayout.Width(EditorGUIUtility.labelWidth - 5));
GUILayout.BeginVertical("box", new GUILayoutOption[] { GUILayout.Height(lyColumns) } );
{
m_ScrollPos = EditorGUILayout.BeginScrollView(m_ScrollPos, new GUILayoutOption[] { GUILayout.Height(lyColumns) });
int newBrush = SpriteSelectionGrid(m_SelectedSprite, m_SpriteList, actualSize, Styles.localGrid, Styles.missingSprites, columns, rows);
if (newBrush != m_SelectedSprite)
{
UpdateSelection(newBrush);
repaint = true;
}
EditorGUILayout.EndScrollView();
}
GUILayout.EndVertical();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
return repaint;
}
int SpriteSelectionGrid(int selected, Sprite[] sprites, int approxSize, GUIStyle style, GUIContent emptyString, int columns, int rows)
{
int retval = 0;
if (sprites.Length != 0)
{
Rect r = GUILayoutUtility.GetRect((float)columns * approxSize, (float)rows * approxSize);
Event evt = Event.current;
if (evt.type == EventType.MouseDown && evt.clickCount == 2 && r.Contains(evt.mousePosition))
evt.Use();
m_Thumbnails = PreviewTexturesFromSprites(sprites);
retval = DoButtonGrid(r, selected, Temp(m_Thumbnails), null, (int)columns, style, style, style, style, GUI.ToolbarButtonSize.Fixed);
}
else
GUILayout.Label(emptyString);
return retval;
}
internal static Texture[] PreviewTexturesFromSprites(Sprite[] sprites)
{
Texture[] retval = new Texture[sprites.Length];
for (int i = 0; i < sprites.Length; i++)
retval[i] = AssetPreview.GetAssetPreview(sprites[i]) ?? Texture2D.whiteTexture;
return retval;
}
}
} //namespace
using System;
using System.Collections.Generic;
using UnityEngine.Analytics;
using UnityEngine;
using UnityEngine.U2D;
using UnityEngine.Events;
namespace UnityEditor.U2D
{
internal class SpriteShapeAnalyticsEvents
{
public class SpriteShapeEvent : UnityEvent<UnityEngine.U2D.SpriteShape> { }
public class SpriteShapeRendererEvent : UnityEvent<SpriteShapeRenderer> { }
private SpriteShapeEvent m_SpriteShape = new SpriteShapeEvent();
private SpriteShapeRendererEvent m_SpriteShapeRenderer = new SpriteShapeRendererEvent();
public virtual SpriteShapeEvent spriteShapeEvent { get { return m_SpriteShape; } }
public virtual SpriteShapeRendererEvent spriteShapeRendererEvent { get { return m_SpriteShapeRenderer; } }
}
[Serializable]
enum SpriteShapeAnalyticsEventType
{
SpriteShapeProfileCreated = 0,
SpriteShapeRendererCreated = 1
}
[Serializable]
struct SpriteShapeAnalyticsEvent
{
[SerializeField]
public SpriteShapeAnalyticsEventType sub_type;
[SerializeField]
public string data;
}
internal interface ISpriteShapeAnalyticsStorage
{
AnalyticsResult SendUsageEvent(SpriteShapeAnalyticsEvent evt);
void Dispose();
}
internal static class SpriteShapeAnalyticConstant
{
public const int k_MaxEventsPerHour = 1000;
public const int k_MaxNumberOfElements = 1000;
}
[Serializable]
internal class SpriteShapeAnalytics
{
const int k_SpriteShapeEventElementCount = 2;
ISpriteShapeAnalyticsStorage m_AnalyticsStorage;
[SerializeField]
SpriteShapeAnalyticsEvents m_EventBus = null;
internal SpriteShapeAnalyticsEvents eventBus
{
get
{
if (m_EventBus == null)
m_EventBus = new SpriteShapeAnalyticsEvents();
return m_EventBus;
}
}
public SpriteShapeAnalytics(ISpriteShapeAnalyticsStorage analyticsStorage)
{
m_AnalyticsStorage = analyticsStorage;
eventBus.spriteShapeEvent.AddListener(OnSpriteShapeCreated);
eventBus.spriteShapeRendererEvent.AddListener(OnSpriteShapeRendererCreated);
}
public void Dispose()
{
eventBus.spriteShapeEvent.RemoveListener(OnSpriteShapeCreated);
eventBus.spriteShapeRendererEvent.RemoveListener(OnSpriteShapeRendererCreated);
m_AnalyticsStorage.Dispose();
}
void OnSpriteShapeCreated(UnityEngine.U2D.SpriteShape shape)
{
SendUsageEvent(new SpriteShapeAnalyticsEvent()
{
sub_type = SpriteShapeAnalyticsEventType.SpriteShapeProfileCreated,
data = ""
});
}
void OnSpriteShapeRendererCreated(SpriteShapeRenderer renderer)
{
SendUsageEvent(new SpriteShapeAnalyticsEvent()
{
sub_type = SpriteShapeAnalyticsEventType.SpriteShapeRendererCreated,
data = ""
});
}
public void SendUsageEvent(SpriteShapeAnalyticsEvent evt)
{
m_AnalyticsStorage.SendUsageEvent(evt);
}
}
// For testing.
internal class SpriteShapeJsonAnalyticsStorage : ISpriteShapeAnalyticsStorage
{
[Serializable]
struct SpriteShapeToolEvents
{
[SerializeField]
public List<SpriteShapeAnalyticsEvent> events;
}
SpriteShapeToolEvents m_TotalEvents = new SpriteShapeToolEvents()
{
events = new List<SpriteShapeAnalyticsEvent>()
};
public AnalyticsResult SendUsageEvent(SpriteShapeAnalyticsEvent evt)
{
m_TotalEvents.events.Add(evt);
return AnalyticsResult.Ok;
}
public void Dispose()
{
try
{
string file = string.Format("analytics_{0}.json", System.DateTime.Now.ToString("yyyy-dd-M--HH-mm-ss"));
if (System.IO.File.Exists(file))
System.IO.File.Delete(file);
System.IO.File.WriteAllText(file, JsonUtility.ToJson(m_TotalEvents, true));
}
catch (Exception ex)
{
Debug.Log(ex);
}
finally
{
m_TotalEvents.events.Clear();
}
}
}
[InitializeOnLoad]
internal class SpriteShapeUnityAnalyticsStorage : ISpriteShapeAnalyticsStorage
{
const string k_VendorKey = "unity.2d.spriteshape";
const int k_Version = 1;
public SpriteShapeUnityAnalyticsStorage()
{
EditorAnalytics.RegisterEventWithLimit("u2dSpriteShapeToolUsage", SpriteShapeAnalyticConstant.k_MaxEventsPerHour, SpriteShapeAnalyticConstant.k_MaxNumberOfElements, k_VendorKey, k_Version);
}
public AnalyticsResult SendUsageEvent(SpriteShapeAnalyticsEvent evt)
{
return EditorAnalytics.SendEventWithLimit("u2dSpriteShapeToolUsage", evt, k_Version);
}
public void Dispose() { }
}
}
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using UnityEngine;
using UnityEngine.U2D;
using UnityEditor;
namespace UnityEditor.U2D
{
internal class SpriteShapeAssetPostProcessor : AssetPostprocessor
{
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
if (importedAssets.Length > 0)
{
GameObject[] allGOs = UnityEngine.Object.FindObjectsOfType<GameObject>();
foreach (GameObject go in allGOs)
{
if (!go.activeInHierarchy)
continue;
SpriteShapeController sc = go.GetComponent<SpriteShapeController>();
if (sc != null)
sc.RefreshSpriteShape();
}
}
}
}
}
This source diff could not be displayed because it is too large. You can view the blob instead.
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
#if UNITY_EDITOR
using UnityEditor;
#endif
// Demo Script Usage:
// When you want multiple SpriteShapes to share a common Spline,
// attach this script to the secondary objects you would like to
// copy the Spline and set the ParentObject to the original object
// you are copying from.
namespace SpriteShapeExtras
{
[ExecuteInEditMode]
public class ConformingSpline : MonoBehaviour
{
public GameObject m_ParentObject;
private int hashCode;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (m_ParentObject != null)
{
hashCode = CopySpline(m_ParentObject, gameObject, hashCode);
}
}
private static int CopySpline(GameObject src, GameObject dst, int hashCode)
{
#if UNITY_EDITOR
var parentSpriteShapeController = src.GetComponent<SpriteShapeController>();
var mirrorSpriteShapeController = dst.GetComponent<SpriteShapeController>();
if (parentSpriteShapeController != null && mirrorSpriteShapeController != null && parentSpriteShapeController.spline.GetHashCode() != hashCode)
{
SerializedObject srcController = new SerializedObject(parentSpriteShapeController);
SerializedObject dstController = new SerializedObject(mirrorSpriteShapeController);
SerializedProperty srcSpline = srcController.FindProperty("m_Spline");
dstController.CopyFromSerializedProperty(srcSpline);
dstController.ApplyModifiedProperties();
EditorUtility.SetDirty(mirrorSpriteShapeController);
return parentSpriteShapeController.spline.GetHashCode();
}
#endif
return hashCode;
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.U2D;
namespace SpriteShapeExtras
{
// Please add this Component to Camera or some top level object on each loadable scene.
public class GenerateSpriteShapes : MonoBehaviour
{
// Once all SpriteShapes are rendered, remove this Component if On or remove it from elsewhere.
public bool destroyOnCompletion = true;
void OnGUI()
{
// Loop all invisible SpriteShapeRenderers and generate geometry.
SpriteShapeRenderer[] spriteShapeRenderers = (SpriteShapeRenderer[]) GameObject.FindObjectsOfType (typeof(SpriteShapeRenderer));
CommandBuffer rc = new CommandBuffer();
rc.GetTemporaryRT(0, 256, 256, 0);
rc.SetRenderTarget(0);
foreach (var spriteShapeRenderer in spriteShapeRenderers)
{
var spriteShapeController = spriteShapeRenderer.gameObject.GetComponent<SpriteShapeController>();
if (spriteShapeRenderer != null && spriteShapeController != null)
{
if (!spriteShapeRenderer.isVisible)
{
spriteShapeController.BakeMesh();
rc.DrawRenderer(spriteShapeRenderer, spriteShapeRenderer.sharedMaterial);
// Debug.Log("generating shape for " + spriteShapeRenderer.gameObject.name);
}
}
}
rc.ReleaseTemporaryRT(0);
Graphics.ExecuteCommandBuffer(rc);
// SpriteShape Renderers are generated. This component is no longer needed. Delete this [or] remove this Component from elsewhere.
if (destroyOnCompletion)
Destroy(this);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Experimental.U2D;
using UnityEngine.U2D;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace SpriteShapeExtras
{
[ExecuteAlways]
public class GeometryCollider : MonoBehaviour
{
[SerializeField]
bool m_UpdateCollider = false;
int m_HashCode = 0;
void Start()
{
}
// Update is called once per frame
void Update()
{
if (m_UpdateCollider)
Bake(gameObject, false);
}
static public void Bake(GameObject go, bool forced)
{
var spriteShapeController = go.GetComponent<SpriteShapeController>();
var spriteShapeRenderer = go.GetComponent<SpriteShapeRenderer>();
var polyCollider = go.GetComponent<PolygonCollider2D>();
var geometryCollider = go.GetComponent<GeometryCollider>();
if (spriteShapeController != null && polyCollider != null)
{
var spline = spriteShapeController.spline;
if (geometryCollider != null)
{
int splineHashCode = spline.GetHashCode();
if (splineHashCode == geometryCollider.m_HashCode && !forced)
return;
geometryCollider.m_HashCode = splineHashCode;
}
NativeArray<ushort> indexArray;
NativeSlice<Vector3> posArray;
NativeSlice<Vector2> uv0Array;
NativeArray<SpriteShapeSegment> geomArray;
spriteShapeRenderer.GetChannels(65536, out indexArray, out posArray, out uv0Array);
geomArray = spriteShapeRenderer.GetSegments(spline.GetPointCount() * 8);
NativeArray<ushort> indexArrayLocal = new NativeArray<ushort>(indexArray.Length, Allocator.Temp);
List<Vector2> points = new List<Vector2>();
int indexCount = 0, vertexCount = 0, counter = 0;
for (int u = 0; u < geomArray.Length; ++u)
{
if (geomArray[u].indexCount > 0)
{
for (int i = 0; i < geomArray[u].indexCount; ++i)
{
indexArrayLocal[counter] = (ushort)(indexArray[counter] + vertexCount);
counter++;
}
vertexCount += geomArray[u].vertexCount;
indexCount += geomArray[u].indexCount;
}
}
Debug.Log(go.name + " : " + counter);
OuterEdges(polyCollider, indexArrayLocal, posArray, indexCount);
}
}
// Generate the outer edges from the Renderer mesh. Based on code from www.h3xed.com
static void OuterEdges(PolygonCollider2D polygonCollider, NativeArray<ushort> triangles, NativeSlice<Vector3> vertices, int triangleCount)
{
// Get just the outer edges from the mesh's triangles (ignore or remove any shared edges)
Dictionary<string, KeyValuePair<int, int>> edges = new Dictionary<string, KeyValuePair<int, int>>();
for (int i = 0; i < triangleCount; i += 3)
{
for (int e = 0; e < 3; e++)
{
int vert1 = triangles[i + e];
int vert2 = triangles[i + e + 1 > i + 2 ? i : i + e + 1];
string edge = Mathf.Min(vert1, vert2) + ":" + Mathf.Max(vert1, vert2);
if (edges.ContainsKey(edge))
{
edges.Remove(edge);
}
else
{
edges.Add(edge, new KeyValuePair<int, int>(vert1, vert2));
}
}
}
// Create edge lookup (Key is first vertex, Value is second vertex, of each edge)
Dictionary<int, int> lookup = new Dictionary<int, int>();
foreach (KeyValuePair<int, int> edge in edges.Values)
{
if (lookup.ContainsKey(edge.Key) == false)
{
lookup.Add(edge.Key, edge.Value);
}
}
// Create empty polygon collider
polygonCollider.pathCount = 0;
// Loop through edge vertices in order
int startVert = 0;
int nextVert = startVert;
int highestVert = startVert;
List<Vector2> colliderPath = new List<Vector2>();
while (true)
{
// Add vertex to collider path
colliderPath.Add(vertices[nextVert]);
// Get next vertex
nextVert = lookup[nextVert];
// Store highest vertex (to know what shape to move to next)
if (nextVert > highestVert)
{
highestVert = nextVert;
}
// Shape complete
if (nextVert == startVert)
{
// Add path to polygon collider
polygonCollider.pathCount++;
polygonCollider.SetPath(polygonCollider.pathCount - 1, colliderPath.ToArray());
colliderPath.Clear();
// Go to next shape if one exists
if (lookup.ContainsKey(highestVert + 1))
{
// Set starting and next vertices
startVert = highestVert + 1;
nextVert = startVert;
// Continue to next loop
continue;
}
// No more verts
break;
}
}
}
#if UNITY_EDITOR
[MenuItem("SpriteShape/Generate Geometry Collider", false, 358)]
public static void BakeGeometryCollider()
{
if (Selection.activeGameObject != null)
GeometryCollider.Bake(Selection.activeGameObject, true);
}
#endif
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
using ExtrasClipperLib;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace SpriteShapeExtras
{
public enum ColliderCornerType
{
Square,
Round,
Sharp
}
[ExecuteAlways]
public class LegacyCollider : MonoBehaviour
{
[SerializeField]
ColliderCornerType m_ColliderCornerType = ColliderCornerType.Square;
[SerializeField]
float m_ColliderOffset = 1.0f;
[SerializeField]
bool m_UpdateCollider = false;
const float s_ClipperScale = 100000.0f;
int m_HashCode = 0;
// Start is called before the first frame update
void Start()
{
}
private static int NextIndex(int index, int pointCount)
{
return Mod(index + 1, pointCount);
}
private static int PreviousIndex(int index, int pointCount)
{
return Mod(index - 1, pointCount);
}
private static int Mod(int x, int m)
{
int r = x % m;
return r < 0 ? r + m : r;
}
// Update is called once per frame
void Update()
{
if (m_UpdateCollider)
Bake(gameObject, false);
}
static void SampleCurve(float colliderDetail, Vector3 startPoint, Vector3 startTangent, Vector3 endPoint, Vector3 endTangent, ref List<IntPoint> path)
{
if (startTangent.sqrMagnitude > 0f || endTangent.sqrMagnitude > 0f)
{
for (int j = 0; j <= colliderDetail; ++j)
{
float t = j / (float)colliderDetail;
Vector3 newPoint = BezierUtility.BezierPoint(startPoint, startTangent + startPoint, endTangent + endPoint, endPoint, t) * s_ClipperScale;
path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y));
}
}
else
{
Vector3 newPoint = startPoint * s_ClipperScale;
path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y));
newPoint = endPoint * s_ClipperScale;
path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y));
}
}
public static void Bake(GameObject go, bool forced)
{
var sc = go.GetComponent<SpriteShapeController>();
var lc = go.GetComponent<LegacyCollider>();
if (sc != null)
{
List<IntPoint> path = new List<IntPoint>();
int splinePointCount = sc.spline.GetPointCount();
int pathPointCount = splinePointCount;
ColliderCornerType cct = ColliderCornerType.Square;
float co = 1.0f;
if (lc != null)
{
int hashCode = sc.spline.GetHashCode() + lc.m_ColliderCornerType.GetHashCode() + lc.m_ColliderOffset.GetHashCode();
if (lc.m_HashCode == hashCode && !forced)
return;
lc.m_HashCode = hashCode;
cct = lc.m_ColliderCornerType;
co = lc.m_ColliderOffset;
}
if (sc.spline.isOpenEnded)
pathPointCount--;
for (int i = 0; i < pathPointCount; ++i)
{
int nextIndex = NextIndex(i, splinePointCount);
SampleCurve(sc.colliderDetail, sc.spline.GetPosition(i), sc.spline.GetRightTangent(i), sc.spline.GetPosition(nextIndex), sc.spline.GetLeftTangent(nextIndex), ref path);
}
if (co != 0f)
{
List<List<IntPoint>> solution = new List<List<IntPoint>>();
ClipperOffset clipOffset = new ClipperOffset();
EndType endType = EndType.etClosedPolygon;
if (sc.spline.isOpenEnded)
{
endType = EndType.etOpenSquare;
if (cct == ColliderCornerType.Round)
endType = EndType.etOpenRound;
}
clipOffset.ArcTolerance = 200f / sc.colliderDetail;
clipOffset.AddPath(path, (ExtrasClipperLib.JoinType)cct, endType);
clipOffset.Execute(ref solution, s_ClipperScale * co);
if (solution.Count > 0)
path = solution[0];
}
List<Vector2> pathPoints = new List<Vector2>(path.Count);
for (int i = 0; i < path.Count; ++i)
{
IntPoint ip = path[i];
pathPoints.Add(new Vector2(ip.X / s_ClipperScale, ip.Y / s_ClipperScale));
}
var pc = go.GetComponent<PolygonCollider2D>();
if (pc)
{
pc.pathCount = 0;
pc.SetPath(0, pathPoints.ToArray());
}
var ec = go.GetComponent<EdgeCollider2D>();
if (ec)
{
if (co > 0f || co < 0f && !sc.spline.isOpenEnded)
pathPoints.Add(pathPoints[0]);
ec.points = pathPoints.ToArray();
}
}
}
#if UNITY_EDITOR
[MenuItem("SpriteShape/Generate Legacy Collider", false, 358)]
public static void BakeLegacyCollider()
{
if (Selection.activeGameObject != null)
LegacyCollider.Bake(Selection.activeGameObject, true);
}
#endif
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
// Dynamic modification of spline to follow the path of mouse movement.
// This script is just a simplified demo to demonstrate the idea.
namespace SpriteShapeExtras
{
public class SimpleDraw : MonoBehaviour
{
public float minimumDistance = 1.0f;
private Vector3 lastPosition;
// Use this for initialization
void Start()
{
}
private static int NextIndex(int index, int pointCount)
{
return Mod(index + 1, pointCount);
}
private static int PreviousIndex(int index, int pointCount)
{
return Mod(index - 1, pointCount);
}
private static int Mod(int x, int m)
{
int r = x % m;
return r < 0 ? r + m : r;
}
private void Smoothen(SpriteShapeController sc, int pointIndex)
{
Vector3 position = sc.spline.GetPosition(pointIndex);
Vector3 positionNext = sc.spline.GetPosition(NextIndex(pointIndex, sc.spline.GetPointCount()));
Vector3 positionPrev = sc.spline.GetPosition(PreviousIndex(pointIndex, sc.spline.GetPointCount()));
Vector3 forward = gameObject.transform.forward;
float scale = Mathf.Min((positionNext - position).magnitude, (positionPrev - position).magnitude) * 0.33f;
Vector3 leftTangent = (positionPrev - position).normalized * scale;
Vector3 rightTangent = (positionNext - position).normalized * scale;
sc.spline.SetTangentMode(pointIndex, ShapeTangentMode.Continuous);
SplineUtility.CalculateTangents(position, positionPrev, positionNext, forward, scale, out rightTangent, out leftTangent);
sc.spline.SetLeftTangent(pointIndex, leftTangent);
sc.spline.SetRightTangent(pointIndex, rightTangent);
}
// Update is called once per frame
void Update()
{
var mp = Input.mousePosition;
mp.z = 10.0f;
mp = Camera.main.ScreenToWorldPoint(mp);
var dt = Mathf.Abs((mp - lastPosition).magnitude);
var md = (minimumDistance > 1.0f) ? minimumDistance : 1.0f;
if (Input.GetMouseButton(0) && dt > md)
{
var spriteShapeController = gameObject.GetComponent<SpriteShapeController>();
var spline = spriteShapeController.spline;
spline.InsertPointAt(spline.GetPointCount(), mp);
var newPointIndex = spline.GetPointCount() - 1;
Smoothen(spriteShapeController, newPointIndex - 1);
spline.SetHeight(newPointIndex, UnityEngine.Random.Range(0.1f, 2.0f));
lastPosition = mp;
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
namespace SpriteShapeExtras
{
public class Sprinkler : MonoBehaviour
{
public GameObject m_Prefab;
public float m_RandomFactor = 10.0f;
public bool m_UseNormals = false;
float Angle(Vector3 a, Vector3 b)
{
float dot = Vector3.Dot(a, b);
float det = (a.x * b.y) - (b.x * a.y);
return Mathf.Atan2(det, dot) * Mathf.Rad2Deg;
}
// Use this for initialization. Plant the Prefabs on Startup
void Start ()
{
SpriteShapeController ssc = GetComponent<SpriteShapeController>();
Spline spl = ssc.spline;
for (int i = 1; i < spl.GetPointCount() - 1; ++i)
{
if (Random.Range(0, 100) > (100 - m_RandomFactor) )
{
var go = GameObject.Instantiate(m_Prefab);
go.transform.position = spl.GetPosition(i);
if (m_UseNormals)
{
Vector3 lt = Vector3.Normalize(spl.GetPosition(i - 1) - spl.GetPosition(i));
Vector3 rt = Vector3.Normalize(spl.GetPosition(i + 1) - spl.GetPosition(i));
float a = Angle(Vector3.up, lt);
float b = Angle(lt, rt);
float c = a + (b * 0.5f);
if (b > 0)
c = (180 + c);
go.transform.rotation = Quaternion.Euler(0, 0, c);
}
}
}
}
// Update is called once per frame
void Update ()
{
}
}
}
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