轨迹插件引入
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Assets/NV_Models/HomePlayer_NV 2.controller
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Assets/NV_Models/HomePlayer_NV 2.controller
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m_CanTransitionToSelf: 1
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m_PrefabAsset: {fileID: 0}
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|
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|
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AnimatorStateTransition:
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||||
m_ObjectHideFlags: 1
|
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@ -1858,28 +1120,6 @@ AnimatorStateTransition:
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m_InterruptionSource: 0
|
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m_OrderedInterruption: 1
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m_CanTransitionToSelf: 1
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m_CanTransitionToSelf: 1
|
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|
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|
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||||
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m_TimeParameter:
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|
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AnimatorStateTransition:
|
||||
m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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8
Assets/Plugins/ToolBuddy.meta
Normal file
8
Assets/Plugins/ToolBuddy.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
|
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guid: 679f053a8c502f24ba1ee3e9442d1e03
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Plugins/ToolBuddy/Assets.meta
Normal file
8
Assets/Plugins/ToolBuddy/Assets.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 9e13412d4391ff941b8e76f52cfcebaf
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8
Assets/Plugins/ToolBuddy/Assets/Arrays Pooling.meta
Normal file
8
Assets/Plugins/ToolBuddy/Assets/Arrays Pooling.meta
Normal file
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fileFormatVersion: 2
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guid: 0d231409514a7d14ab7a85e8906b97da
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userData:
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assetBundleVariant:
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@ -0,0 +1,43 @@
|
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// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using ToolBuddy.Pooling.Pools;
|
||||
|
||||
namespace ToolBuddy.Pooling
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides instances of <see cref="ArrayPool{T}"/>
|
||||
/// </summary>
|
||||
/// <remarks>Is thread safe</remarks>
|
||||
public class ArrayPoolsProvider
|
||||
{
|
||||
private static Dictionary<Type, object> arrayPools = new Dictionary<Type, object>();
|
||||
private static object lockObject = new object();
|
||||
|
||||
/// <summary>
|
||||
/// Returns an instance of <see cref="ArrayPool{T}"/> if previously created, otherwise creates a new one.
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static ArrayPool<T> GetPool<T>()
|
||||
{
|
||||
Type type = typeof(T);
|
||||
object pool;
|
||||
if (arrayPools.TryGetValue(type, out pool) == false)
|
||||
{
|
||||
lock (lockObject)
|
||||
{
|
||||
if (arrayPools.TryGetValue(type, out pool) == false)
|
||||
arrayPools[type] = pool = new ArrayPool<T>(1_000_000);
|
||||
}
|
||||
}
|
||||
|
||||
return (ArrayPool<T>)pool;
|
||||
}
|
||||
}
|
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}
|
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@ -0,0 +1,11 @@
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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userData:
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folderAsset: yes
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@ -0,0 +1,125 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using System;
|
||||
using ToolBuddy.Pooling.Pools;
|
||||
|
||||
namespace ToolBuddy.Pooling.Collections
|
||||
{
|
||||
/// <summary>
|
||||
/// A struct that helps you use a part of an array.
|
||||
/// </summary>
|
||||
/// <remarks>Can be reused if you free it by calling <see cref="ArrayPool{T}.Free(ToolBuddy.Pooling.Collections.SubArray{T})"/></remarks>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
#if CURVY_SANITY_CHECKS
|
||||
public struct SubArray<T>
|
||||
{
|
||||
|
||||
private T[] array;
|
||||
|
||||
/// <summary>
|
||||
/// The array where data is stored in
|
||||
/// </summary>
|
||||
public T[] Array
|
||||
{
|
||||
get
|
||||
{
|
||||
if (IsDisposed)
|
||||
throw new InvalidOperationException("Trying to dispose a disposed SubArray");
|
||||
return array;
|
||||
}
|
||||
set => array = value;
|
||||
}
|
||||
|
||||
public bool IsDisposed;
|
||||
#else
|
||||
public readonly struct SubArray<T>
|
||||
{
|
||||
/// <summary>
|
||||
/// The array where data is stored in
|
||||
/// </summary>
|
||||
public readonly T[] Array;
|
||||
#endif
|
||||
/// <summary>
|
||||
/// The number of elements to be used in that array, counted from the start of the array
|
||||
/// </summary>
|
||||
public readonly int Count;
|
||||
|
||||
/// <summary>
|
||||
/// Creates an instance that will use all the elements of the given array
|
||||
/// </summary>
|
||||
public SubArray(T[] array)
|
||||
{
|
||||
#if CURVY_SANITY_CHECKS
|
||||
IsDisposed = false;
|
||||
this.array =
|
||||
#else
|
||||
Array =
|
||||
#endif
|
||||
array != null ? array : throw new ArgumentNullException(nameof(array));
|
||||
Count = array.Length;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates an instance that will use the first "count" elements of the given array
|
||||
/// </summary>
|
||||
public SubArray(T[] array, int count)
|
||||
{
|
||||
if (array == null)
|
||||
throw new ArgumentNullException(nameof(array));
|
||||
if (count < 0)
|
||||
throw new ArgumentOutOfRangeException(nameof(count));
|
||||
if (count > array.Length)
|
||||
throw new ArgumentOutOfRangeException(nameof(count));
|
||||
|
||||
#if CURVY_SANITY_CHECKS
|
||||
IsDisposed = false;
|
||||
this.array =
|
||||
#else
|
||||
Array =
|
||||
#endif
|
||||
array;
|
||||
|
||||
Count = count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a new array that which length is <see cref="Count"/> and contains the elements from <see cref="Array"/>
|
||||
/// </summary>
|
||||
public T[] CopyToArray(ArrayPool<T> arrayPool)
|
||||
{
|
||||
T[] result = arrayPool.AllocateExactSize(Count, false).Array;
|
||||
System.Array.Copy(Array, 0, result, 0, Count);
|
||||
return result;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return Array != null ? Array.GetHashCode() ^ Count : 0;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return obj is SubArray<T> subArray && Equals(subArray);
|
||||
}
|
||||
|
||||
public bool Equals(SubArray<T> obj)
|
||||
{
|
||||
return obj.Array == Array && obj.Count == Count;
|
||||
}
|
||||
|
||||
public static bool operator ==(SubArray<T> a, SubArray<T> b)
|
||||
{
|
||||
return a.Equals(b);
|
||||
}
|
||||
|
||||
public static bool operator !=(SubArray<T> a, SubArray<T> b)
|
||||
{
|
||||
return !(a == b);
|
||||
}
|
||||
}
|
||||
}
|
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@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 40ccb37f4e1e70b42a936638fd73f551
|
||||
MonoImporter:
|
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externalObjects: {}
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||||
serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,95 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using ToolBuddy.Pooling.Pools;
|
||||
|
||||
namespace ToolBuddy.Pooling.Collections
|
||||
{
|
||||
/// <summary>
|
||||
/// A class that simulates very minimal features of a List, but using a <see cref="SubArray{T}"/> instead of an <see cref="System.Array"/> as a storage
|
||||
/// </summary>
|
||||
/// <seealso cref="SubArray{T}"/>
|
||||
public struct SubArrayList<T>
|
||||
{
|
||||
private readonly ArrayPool<T> typePool;
|
||||
private SubArray<T> subArray;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="System.Array"/> used by the underlying <see cref="SubArray{T}"/> for storage
|
||||
/// </summary>
|
||||
public T[] Array => subArray.Array;
|
||||
|
||||
/// <summary>
|
||||
/// The number of elements occupied in the storage
|
||||
/// </summary>
|
||||
public int Count { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates an instance
|
||||
/// </summary>
|
||||
/// <param name="initialCapacity">The initial capacity of the underlying storage</param>
|
||||
/// <param name="typePool"> A pool that will be used to, if needed, allocate a bigger array if elements </param>
|
||||
public SubArrayList(int initialCapacity, ArrayPool<T> typePool)
|
||||
{
|
||||
this.typePool = typePool;
|
||||
subArray = typePool.Allocate(initialCapacity, false);
|
||||
Count = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a new element to the array
|
||||
/// </summary>
|
||||
public void Add(T element)
|
||||
{
|
||||
if (Count == subArray.Count)
|
||||
{
|
||||
int newSize = subArray.Count == 0 ? 4 : subArray.Count * 2;
|
||||
typePool.Resize(ref subArray, newSize, false);
|
||||
}
|
||||
|
||||
subArray.Array[Count] = element;
|
||||
Count++;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a <see cref="SubArray{T}"/> instance that will have <see cref="Array"/> as an array (not a copy of it), and <see cref="Count"/> as its <see cref="SubArray{T}.Count"/>
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public SubArray<T> ToSubArray()
|
||||
{
|
||||
return new SubArray<T>(subArray.Array, Count);
|
||||
}
|
||||
|
||||
public bool Equals(SubArrayList<T> other)
|
||||
{
|
||||
return subArray.Equals(other.subArray) && Count == other.Count;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return obj is SubArrayList<T> other && Equals(other);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
unchecked
|
||||
{
|
||||
return (subArray.GetHashCode() * 397) ^ Count;
|
||||
}
|
||||
}
|
||||
|
||||
public static bool operator ==(SubArrayList<T> a, SubArrayList<T> b)
|
||||
{
|
||||
return a.Equals(b);
|
||||
}
|
||||
|
||||
public static bool operator !=(SubArrayList<T> a, SubArrayList<T> b)
|
||||
{
|
||||
return !(a == b);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 47f615f5619283e4a9d614fd31165ac8
|
||||
MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleVariant:
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 42406537e9ce771468530c79cc69a08c
|
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folderAsset: yes
|
||||
DefaultImporter:
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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@ -0,0 +1,382 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
using ToolBuddy.Pooling.Collections;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace ToolBuddy.Pooling.Pools
|
||||
{
|
||||
/// <summary>
|
||||
/// A pool of allowing the re-usage of previously allocated and discarded arrays.
|
||||
/// Helps reducing garbage collection.
|
||||
/// </summary>
|
||||
/// <remarks>Is thread safe</remarks>
|
||||
/// <seealso cref="SubArray{T}"/>
|
||||
public class ArrayPool<T>
|
||||
{
|
||||
|
||||
private readonly SubArray<T> emptySubArray = new SubArray<T>(new T[0]);
|
||||
|
||||
private readonly System.Random random = new System.Random();
|
||||
|
||||
private const int keysInitialCapacity = 200;
|
||||
//Optim: inserting and removing elements from those arrays leads to array copies. That takes a lot of time. Enhance this if needed
|
||||
private int[] poolKeys = new int[keysInitialCapacity];
|
||||
private T[][] poolValues = new T[keysInitialCapacity][];
|
||||
private int arraysCount;
|
||||
|
||||
private long elementsCount;
|
||||
private long elementsCapacity;
|
||||
|
||||
/// <summary>
|
||||
/// The maximal number of elements that the pool will keep, after they have been freed, to be available for future usage.
|
||||
/// Once this limit is reached, every freed array will simply get ignored, allowing the garbage collector to collect it
|
||||
/// </summary>
|
||||
/// <remarks>This is not the maximal number of arrays, but the maximal sum of the arrays' lengths</remarks>
|
||||
public long ElementsCapacity
|
||||
{
|
||||
get => elementsCapacity;
|
||||
set
|
||||
{
|
||||
if (elementsCapacity != value)
|
||||
lock (this)
|
||||
{
|
||||
elementsCapacity = value;
|
||||
ApplyCapacity(elementsCapacity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Log in the console each time a new array is allocated in memory
|
||||
/// </summary>
|
||||
public bool LogAllocations { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns data about the pool's usage.
|
||||
/// </summary>
|
||||
/// <see cref="ArrayPoolUsageData"/>
|
||||
public ArrayPoolUsageData UsageData => new ArrayPoolUsageData(elementsCount, arraysCount, elementsCapacity);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new pool
|
||||
/// </summary>
|
||||
/// <param name="elementsCapacity"><see cref="ElementsCapacity"/>
|
||||
/// </param>
|
||||
public ArrayPool(long elementsCapacity)
|
||||
{
|
||||
if (elementsCapacity < 0)
|
||||
throw new ArgumentOutOfRangeException(nameof(elementsCapacity), "Must be strictly positive.");
|
||||
|
||||
this.elementsCapacity = elementsCapacity;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allocates a new array if none available, or reuses an existing one otherwise
|
||||
/// </summary>
|
||||
/// <param name="minimalSize">The array's guaranteed minimal size</param>
|
||||
/// <param name="clearArray">Whether the returned array's elements will be guaranteed to be set to their default value</param>
|
||||
/// <returns></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
|
||||
public SubArray<T> Allocate(int minimalSize, bool clearArray = true)
|
||||
{
|
||||
//OPTIM set all calls that don't need a cleared array to clearArray == false
|
||||
return Allocate(minimalSize, false, clearArray, out _);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allocates a new array if none available, or reuses an existing one otherwise
|
||||
/// </summary>
|
||||
/// <param name="exactSize">The array's exact size</param>
|
||||
/// <param name="clearArray">Whether the returned array's elements will be guaranteed to be set to their default value</param>
|
||||
/// <returns></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public SubArray<T> AllocateExactSize(int exactSize, bool clearArray = true)
|
||||
{
|
||||
return Allocate(exactSize, true, clearArray, out _);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Returns an array to the pool, ready to be reused
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Free(SubArray<T> subArray)
|
||||
{
|
||||
Free(subArray.Array);
|
||||
#if CURVY_SANITY_CHECKS
|
||||
subArray.IsDisposed = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an array to the pool, ready to be reused
|
||||
/// </summary>
|
||||
public void Free(T[] array)
|
||||
{
|
||||
if (array.Length > elementsCapacity || array.Length == 0)
|
||||
return;
|
||||
|
||||
lock (this)
|
||||
{
|
||||
#if CURVY_SANITY_CHECKS
|
||||
for (var i = 0; i < arraysCount; i++)
|
||||
{
|
||||
if (poolValues[i] == array)
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
#endif
|
||||
|
||||
ApplyCapacity(elementsCapacity - array.Length);
|
||||
|
||||
int indexToInsertInto;
|
||||
{
|
||||
int index = BinarySearch(poolKeys, arraysCount, array.Length);
|
||||
indexToInsertInto = index >= 0 ? index : ~index;
|
||||
}
|
||||
|
||||
if (arraysCount == poolKeys.Length)
|
||||
{
|
||||
//no overflow check. If you reach the point of overflowing, then you have way too much arrays
|
||||
int newSize = 2 * (arraysCount + 1);
|
||||
Array.Resize(ref poolValues, newSize);
|
||||
Array.Resize(ref poolKeys, newSize);
|
||||
}
|
||||
|
||||
if (indexToInsertInto < arraysCount)
|
||||
{
|
||||
Array.Copy(poolKeys, indexToInsertInto, poolKeys, indexToInsertInto + 1, arraysCount - indexToInsertInto);
|
||||
Array.Copy(poolValues, indexToInsertInto, poolValues, indexToInsertInto + 1, arraysCount - indexToInsertInto);
|
||||
}
|
||||
poolKeys[indexToInsertInto] = array.Length;
|
||||
poolValues[indexToInsertInto] = array;
|
||||
|
||||
++arraysCount;
|
||||
|
||||
elementsCount += array.Length;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resizes the given array
|
||||
/// </summary>
|
||||
/// <param name="subArray"> The array to resize</param>
|
||||
/// <param name="newMinimalSize">The new size</param>
|
||||
/// <param name="clearNewSpace">When resizing and array to make it bigger, should the newly available space be cleared or not.</param>
|
||||
public void Resize(ref SubArray<T> subArray, int newMinimalSize, bool clearNewSpace = true)
|
||||
{
|
||||
//OPTIM set all calls that don't need a cleared new space to clearNewSpace == false
|
||||
if (subArray.Count == newMinimalSize)
|
||||
return;
|
||||
|
||||
if (newMinimalSize < 0)
|
||||
throw new ArgumentOutOfRangeException(nameof(newMinimalSize), "Must be positive.");
|
||||
|
||||
if (newMinimalSize == 0)
|
||||
{
|
||||
Free(subArray);
|
||||
subArray = emptySubArray;
|
||||
}
|
||||
else
|
||||
{
|
||||
int oldSize = subArray.Count;
|
||||
|
||||
bool isArrayCleared;
|
||||
if (newMinimalSize > subArray.Array.Length)
|
||||
{
|
||||
SubArray<T> destinationSubArray = Allocate(newMinimalSize, false, false, out isArrayCleared);
|
||||
Array.Copy(
|
||||
subArray.Array, 0,
|
||||
destinationSubArray.Array, 0,
|
||||
subArray.Count);
|
||||
Free(subArray);
|
||||
subArray = destinationSubArray;
|
||||
}
|
||||
else
|
||||
{
|
||||
subArray = new SubArray<T>(subArray.Array, newMinimalSize);
|
||||
isArrayCleared = false;
|
||||
}
|
||||
|
||||
if (clearNewSpace && isArrayCleared == false && newMinimalSize > oldSize)
|
||||
Array.Clear(subArray.Array, oldSize, newMinimalSize - oldSize);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resize an array to a new size and clears it. Similar to calling <see cref="Free(ToolBuddy.Pooling.Collections.SubArray{T})"/> then calling <see cref="Allocate"/>, but done in a more optimized way
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ResizeAndClear(ref SubArray<T> subArray, int newMinimalSize)
|
||||
{
|
||||
if (subArray.Count == newMinimalSize)
|
||||
{
|
||||
Array.Clear(subArray.Array, 0, newMinimalSize);
|
||||
return;
|
||||
}
|
||||
|
||||
if (newMinimalSize < 0)
|
||||
throw new ArgumentOutOfRangeException(nameof(newMinimalSize), "Must be positive.");
|
||||
|
||||
if (newMinimalSize == 0)
|
||||
{
|
||||
Free(subArray);
|
||||
subArray = emptySubArray;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (newMinimalSize > subArray.Array.Length)
|
||||
{
|
||||
SubArray<T> destinationSubArray = Allocate(newMinimalSize, false, true, out _);
|
||||
Free(subArray);
|
||||
subArray = destinationSubArray;
|
||||
}
|
||||
else
|
||||
{
|
||||
subArray = new SubArray<T>(subArray.Array, newMinimalSize);
|
||||
Array.Clear(subArray.Array, 0, newMinimalSize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return a new <see cref="SubArray{T}"/> instance that will use a copy of the given input array
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public SubArray<T> Clone(T[] source)
|
||||
{
|
||||
SubArray<T> clone = Allocate(source.Length, false);
|
||||
Array.Copy(source, 0,
|
||||
clone.Array, 0, source.Length);
|
||||
|
||||
return clone;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return a new <see cref="SubArray{T}"/> instance that will use a copy of the given input array
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public SubArray<T> Clone(SubArray<T> source)
|
||||
{
|
||||
SubArray<T> clone = Allocate(source.Count, false);
|
||||
Array.Copy(source.Array, 0,
|
||||
clone.Array, 0, source.Count);
|
||||
|
||||
return clone;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allocates a new array if none available, or reuses an existing one otherwise
|
||||
/// </summary>
|
||||
/// <param name="size">The array's minimal or exact size, depending on <see cref="exactSize"/></param>
|
||||
/// <param name="exactSize">Whether the <see cref="size"/> parameter should be considered as an exact size or a minimal one</param>
|
||||
/// <param name="clearArray">Whether the returned array's elements will be guaranteed to be set to their default value</param>
|
||||
/// <param name="isArrayCleared">Whether the returned array is cleared. This is different from <see cref="clearArray"/> because even if <see cref="clearArray"/> is set to false, a newly created array will have its content cleared by definition</param>
|
||||
/// <returns></returns>
|
||||
private SubArray<T> Allocate(int size, bool exactSize, bool clearArray, out bool isArrayCleared)
|
||||
{
|
||||
|
||||
if (size > elementsCapacity)
|
||||
{
|
||||
isArrayCleared = true;
|
||||
if (LogAllocations)
|
||||
Debug.Log($"[ArrayPools] Type: {typeof(T).Name}. Allocated array size {size}. The requested size is bigger than the pool's capacity {elementsCapacity}");
|
||||
return new SubArray<T>(new T[size], size);
|
||||
}
|
||||
|
||||
if (size == 0)
|
||||
{
|
||||
isArrayCleared = true;
|
||||
return emptySubArray;
|
||||
}
|
||||
|
||||
if (size < 0)
|
||||
throw new ArgumentOutOfRangeException(nameof(size), "Must be positive.");
|
||||
|
||||
lock (this)
|
||||
{
|
||||
int indexToRemoveFrom;
|
||||
{
|
||||
int elementIndex = BinarySearch(poolKeys, arraysCount, size);
|
||||
|
||||
indexToRemoveFrom = elementIndex >= 0
|
||||
? elementIndex
|
||||
: exactSize
|
||||
? arraysCount
|
||||
: ~elementIndex;
|
||||
}
|
||||
|
||||
T[] array;
|
||||
if (indexToRemoveFrom < arraysCount)
|
||||
{
|
||||
array = RemoveElementAt(indexToRemoveFrom);
|
||||
if (clearArray)
|
||||
Array.Clear(array, 0, array.Length);
|
||||
isArrayCleared = clearArray;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (LogAllocations)
|
||||
Debug.Log($"[ArrayPools] Type: {typeof(T).Name}. Allocated array size {size}. The size of the biggest array available is {(arraysCount == 0 ? "None" : poolKeys[arraysCount - 1].ToString( ))}");
|
||||
array = new T[size];
|
||||
isArrayCleared = true;
|
||||
}
|
||||
|
||||
return new SubArray<T>(array, size);
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void ApplyCapacity(long capacity)
|
||||
{
|
||||
while (elementsCount > capacity)
|
||||
RemoveElementAt(random.Next(0, arraysCount));
|
||||
}
|
||||
|
||||
private T[] RemoveElementAt(int elementIndex)
|
||||
{
|
||||
T[] array = poolValues[elementIndex];
|
||||
|
||||
--arraysCount;
|
||||
if (elementIndex < arraysCount)
|
||||
{
|
||||
Array.Copy(poolKeys, elementIndex + 1, poolKeys, elementIndex, arraysCount - elementIndex);
|
||||
Array.Copy(poolValues, elementIndex + 1, poolValues, elementIndex, arraysCount - elementIndex);
|
||||
}
|
||||
elementsCount -= array.Length;
|
||||
return array;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <see cref="Array.BinarySearch(System.Array,int,int,object)"/>
|
||||
/// </summary>
|
||||
private static int BinarySearch(
|
||||
int[] array,
|
||||
int length,
|
||||
int value)
|
||||
{
|
||||
int num1 = 0;
|
||||
int num2 = length - 1;
|
||||
while (num1 <= num2)
|
||||
{
|
||||
int index1 = num1 + (num2 - num1 >> 1);
|
||||
int num3 = array[index1] - value;
|
||||
if (num3 == 0)
|
||||
return index1;
|
||||
if (num3 < 0)
|
||||
num1 = index1 + 1;
|
||||
else
|
||||
num2 = index1 - 1;
|
||||
}
|
||||
return ~num1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 265a80d77815ce84ca4914d0fe04201a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,75 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
namespace ToolBuddy.Pooling.Pools
|
||||
{
|
||||
/// <summary>
|
||||
/// Data about how full an <see cref="ArrayPool{T}"/> is
|
||||
/// </summary>
|
||||
public readonly struct ArrayPoolUsageData
|
||||
{
|
||||
/// <summary>
|
||||
/// The number of elements that the pool will keep, after they have been freed, to be available for future usage.
|
||||
/// </summary>
|
||||
/// <remarks>This is not the maximal number of arrays, but the maximal sum of the arrays' lengths</remarks>
|
||||
public long ElementsCount { get; }
|
||||
/// <summary>
|
||||
/// The number of arrays stored in the pool
|
||||
/// </summary>
|
||||
public int ArraysCount { get; }
|
||||
/// <summary>
|
||||
/// The maximal number of elements that the pool will keep, after they have been freed, to be available for future usage.
|
||||
/// Once this limit is reached, every freed array will simply get ignored, allowing the garbage collector to collect it
|
||||
/// </summary>
|
||||
/// <remarks>This is not the maximal number of arrays, but the maximal sum of the arrays' lengths</remarks>
|
||||
public long ElementsCapacity { get; }
|
||||
|
||||
|
||||
public ArrayPoolUsageData(long elementsCount, int arraysCount, long elementsCapacity)
|
||||
{
|
||||
ElementsCount = elementsCount;
|
||||
ArraysCount = arraysCount;
|
||||
ElementsCapacity = elementsCapacity;
|
||||
}
|
||||
|
||||
public bool Equals(ArrayPoolUsageData other)
|
||||
{
|
||||
return ElementsCount == other.ElementsCount && ArraysCount == other.ArraysCount && ElementsCapacity == other.ElementsCapacity;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return obj is ArrayPoolUsageData other && Equals(other);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
unchecked
|
||||
{
|
||||
int hashCode = ElementsCount.GetHashCode();
|
||||
hashCode = (hashCode * 397) ^ ArraysCount;
|
||||
hashCode = (hashCode * 397) ^ ElementsCapacity.GetHashCode();
|
||||
return hashCode;
|
||||
}
|
||||
}
|
||||
|
||||
public static bool operator ==(ArrayPoolUsageData a, ArrayPoolUsageData b)
|
||||
{
|
||||
return a.Equals(b);
|
||||
}
|
||||
|
||||
public static bool operator !=(ArrayPoolUsageData a, ArrayPoolUsageData b)
|
||||
{
|
||||
return !(a == b);
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{nameof(ElementsCount)}: {ElementsCount}, {nameof(ArraysCount)}: {ArraysCount}, {nameof(ElementsCapacity)}: {ElementsCapacity}";
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 496538c595f98984291012010b2f1e26
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,3 @@
|
||||
{
|
||||
"name":"ToolBuddy.ArraysPooling"
|
||||
}
|
||||
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 86241f33e957cf74992e5ca37b75e53a
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
9
Assets/Plugins/ToolBuddy/Assets/Curvy Examples.meta
Normal file
9
Assets/Plugins/ToolBuddy/Assets/Curvy Examples.meta
Normal file
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 307763d67386f3841ba48c5da5f56f52
|
||||
folderAsset: yes
|
||||
timeCreated: 1437476977
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fda4720cf39a5d241b49abde38593b00
|
||||
folderAsset: yes
|
||||
timeCreated: 1442473707
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,34 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections;
|
||||
using FluffyUnderware.DevToolsEditor;
|
||||
using FluffyUnderware.Curvy.Examples;
|
||||
using FluffyUnderware.CurvyEditor;
|
||||
|
||||
namespace FluffyUnderware.Curvy.ExamplesEditor
|
||||
{
|
||||
|
||||
[CustomEditor(typeof(E01_HeightMetadata))]
|
||||
public class E01_HeightMetadataEditor : DTEditor<E01_HeightMetadata>
|
||||
{
|
||||
|
||||
[DrawGizmo(GizmoType.Active|GizmoType.NonSelected|GizmoType.InSelectionHierarchy)]
|
||||
static void GizmoDrawer(E01_HeightMetadata data, GizmoType context)
|
||||
{
|
||||
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13723
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// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using FluffyUnderware.DevTools;
|
||||
|
||||
namespace FluffyUnderware.Curvy.Examples
|
||||
{
|
||||
[ExecuteAlways]
|
||||
public class ChaseCam : MonoBehaviour
|
||||
{
|
||||
public Transform LookAt;
|
||||
public Transform MoveTo;
|
||||
public Transform RollTo;
|
||||
[Positive]
|
||||
public float ChaseTime=0.1f;
|
||||
|
||||
|
||||
Vector3 mVelocity;
|
||||
Vector3 mRollVelocity;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void Update()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
if (MoveTo)
|
||||
transform.position = MoveTo.position;
|
||||
//if (LookAt)
|
||||
//{
|
||||
// if (!RollTo) transform.LookAt(LookAt);
|
||||
// else transform.LookAt(LookAt, RollTo.up);
|
||||
//}
|
||||
if (RollTo)
|
||||
transform.rotation = Quaternion.Euler(new Vector3(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, RollTo.rotation.eulerAngles.z));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Update is called once per frame
|
||||
void LateUpdate()
|
||||
{
|
||||
if (MoveTo)
|
||||
transform.position = Vector3.SmoothDamp(transform.position, MoveTo.position, ref mVelocity, ChaseTime);
|
||||
//if (LookAt)
|
||||
//{
|
||||
// if (!RollTo) transform.LookAt(LookAt);
|
||||
// else transform.LookAt(LookAt, Vector3.SmoothDamp(transform.up, RollTo.up, ref mRollVelocity, ChaseTime));
|
||||
//}
|
||||
// if (RollTo)
|
||||
// transform.rotation = Quaternion.Euler (new Vector3 (transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, RollTo.rotation.eulerAngles.z));
|
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}
|
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}
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// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using UnityEngine;
|
||||
using FluffyUnderware.DevTools;
|
||||
|
||||
namespace FluffyUnderware.Curvy.Examples
|
||||
{
|
||||
public class E01_HeightMetadata : CurvyInterpolatableMetadataBase<float>
|
||||
{
|
||||
[SerializeField]
|
||||
[RangeEx(0, 1, Slider = true)]
|
||||
#pragma warning disable 649
|
||||
float m_Height;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override float MetaDataValue
|
||||
{
|
||||
get { return m_Height; }
|
||||
}
|
||||
|
||||
public override float Interpolate(CurvyInterpolatableMetadataBase<float> nextMetadata, float interpolationTime)
|
||||
{
|
||||
return (nextMetadata != null) ? Mathf.Lerp(MetaDataValue, nextMetadata.MetaDataValue, interpolationTime) : MetaDataValue;
|
||||
}
|
||||
}
|
||||
}
|
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,72 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using FluffyUnderware.Curvy.Controllers;
|
||||
using FluffyUnderware.DevTools;
|
||||
|
||||
namespace FluffyUnderware.Curvy.Examples
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// Example custom Controller
|
||||
/// </summary>
|
||||
public class E01_MetaDataController : SplineController
|
||||
{
|
||||
//The section attribute renders our field inside it's own category!
|
||||
[Section("MetaController",Sort=0)]
|
||||
[RangeEx(0, 30)]
|
||||
[SerializeField]
|
||||
float m_MaxHeight = 5f; // The height over ground to use as default
|
||||
|
||||
|
||||
public float MaxHeight
|
||||
{
|
||||
get { return m_MaxHeight; }
|
||||
set
|
||||
{
|
||||
if (m_MaxHeight != value)
|
||||
m_MaxHeight = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is called just after the SplineController has been initialized
|
||||
/// </summary>
|
||||
protected override void UserAfterInit()
|
||||
{
|
||||
setHeight();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is called just after the SplineController updates
|
||||
/// </summary>
|
||||
protected override void UserAfterUpdate()
|
||||
{
|
||||
setHeight();
|
||||
}
|
||||
|
||||
|
||||
void setHeight()
|
||||
{
|
||||
if(Spline.Dirty)
|
||||
Spline.Refresh();
|
||||
|
||||
// Get the interpolated Metadata value for the current position (for SplineController, RelativePosition means TF)
|
||||
float height = Spline.GetInterpolatedMetadata<E01_HeightMetadata,float>(RelativePosition);
|
||||
|
||||
// In our case we store a percentage (0..1) in our custom MetaData class, so we multiply with MaxHeight to set the actual height.
|
||||
// Note that position and rotation has been set by the SplineController previously, so we just translate here using the local y-axis
|
||||
|
||||
transform.Translate(0, height * MaxHeight, 0, Space.Self);
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6b01ebf71ba5ff0478c3b1788e587526
|
||||
timeCreated: 1436091769
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,28 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace FluffyUnderware.Curvy.Examples
|
||||
{
|
||||
/// <summary>
|
||||
/// A class that makes some Animation methods available to Unity Events
|
||||
/// </summary>
|
||||
public class E02_AnimationHelper : MonoBehaviour {
|
||||
|
||||
public void Play(Animation animation)
|
||||
{
|
||||
animation.Play();
|
||||
}
|
||||
|
||||
public void RewindThenPlay(Animation animation)
|
||||
{
|
||||
animation.Rewind();
|
||||
animation.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f8ff5781822ed040991ee4ff4ef9eac
|
||||
timeCreated: 1527118293
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,91 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using FluffyUnderware.Curvy;
|
||||
using FluffyUnderware.DevTools.Extensions;
|
||||
using FluffyUnderware.Curvy.Controllers;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/*
|
||||
* In this example we let the user draw a spline on screen!
|
||||
*
|
||||
*/
|
||||
namespace FluffyUnderware.Curvy.Examples
|
||||
{
|
||||
public class E04_PaintSpline : MonoBehaviour
|
||||
{
|
||||
public float StepDistance = 30;
|
||||
public SplineController Controller;
|
||||
public Text InfoText;
|
||||
|
||||
CurvySpline mSpline;
|
||||
Vector2 mLastControlPointPos;
|
||||
bool mResetSpline = true;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// for this example we assume the component is attached to a GameObject holding a spline
|
||||
mSpline = GetComponent<CurvySpline>();
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
// before using the spline, ensure it's initialized and the Controller is available
|
||||
if (mSpline == null || !mSpline.IsInitialized || !Controller)
|
||||
return;
|
||||
|
||||
Event e = Event.current;
|
||||
switch (e.type)
|
||||
{
|
||||
case EventType.MouseDrag:
|
||||
// Start a new line?
|
||||
if (mResetSpline)
|
||||
{
|
||||
mSpline.Clear(); // delete all Control Points
|
||||
addCP(e.mousePosition); // add the first Control Point
|
||||
Controller.gameObject.SetActive(true);
|
||||
Controller.AbsolutePosition = 0;
|
||||
mLastControlPointPos = e.mousePosition; // Store current mouse position
|
||||
mResetSpline = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// only create a new Control Point if the minimum distance is reached
|
||||
float dist = (e.mousePosition - mLastControlPointPos).magnitude;
|
||||
if (dist >= StepDistance)
|
||||
{
|
||||
mLastControlPointPos = e.mousePosition;
|
||||
addCP(e.mousePosition);
|
||||
if (Controller.PlayState != CurvyController.CurvyControllerState.Playing)
|
||||
Controller.Play();
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
case EventType.MouseUp:
|
||||
mResetSpline = true;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Add a Control Point and set it's position
|
||||
CurvySplineSegment addCP(Vector3 mousePos)
|
||||
{
|
||||
Vector3 p = Camera.main.ScreenToWorldPoint(mousePos);
|
||||
p.y *= -1; // flip Y to get the correct world position
|
||||
p.z += 100; //To move further than camera's plane. The value 100 comes from the Canvas' plane distance
|
||||
CurvySplineSegment cp = mSpline.InsertAfter(null, p, false);
|
||||
|
||||
InfoText.text = "Control Points: " + mSpline.ControlPointCount.ToString(); // set info text
|
||||
|
||||
return cp;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 519164ed9b6fe2844ab6927e80fc3dd8
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@ -0,0 +1,45 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using FluffyUnderware.DevTools;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace FluffyUnderware.Curvy.Examples
|
||||
{
|
||||
[ExecuteAlways]
|
||||
public class E05_MoveToNearestPoint : MonoBehaviour
|
||||
{
|
||||
public Transform Lookup;
|
||||
public CurvySpline Spline;
|
||||
public Text StatisticsText;
|
||||
public Slider Density;
|
||||
|
||||
TimeMeasure Timer = new TimeMeasure(30);
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Spline && Spline.IsInitialized && Lookup && Spline.Dirty == false)
|
||||
{
|
||||
// get the nearest point's TF on spline
|
||||
Timer.Start();
|
||||
transform.position = Spline.GetNearestPoint(Lookup.position, Space.World);
|
||||
Timer.Stop();
|
||||
// set the corresponding position to nearestTF
|
||||
StatisticsText.text =
|
||||
string.Format("Blue Curve Cache Points: {0} \nAverage Lookup (ms): {1:0.000}", Spline.CacheSize, Timer.AverageMS);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnSliderChange()
|
||||
{
|
||||
Spline.CacheDensity = (int)Density.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90d77a0360522274d962d1170d9f3207
|
||||
timeCreated: 1432904141
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@ -0,0 +1,70 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using UnityEngine;
|
||||
// This is the regular SmoothFollow script, but renamed and put into Curvy.Examples namespace to keep it separated from the often changing Standard Assets
|
||||
namespace FluffyUnderware.Curvy.Examples
|
||||
{
|
||||
public class E05_SmoothFollow : MonoBehaviour
|
||||
{
|
||||
|
||||
// The target we are following
|
||||
[SerializeField]
|
||||
#pragma warning disable 649
|
||||
private Transform target;
|
||||
#pragma warning restore 649
|
||||
// The distance in the x-z plane to the target
|
||||
[SerializeField]
|
||||
private float distance = 10.0f;
|
||||
// the height we want the camera to be above the target
|
||||
[SerializeField]
|
||||
private float height = 5.0f;
|
||||
|
||||
[SerializeField]
|
||||
#pragma warning disable 649
|
||||
private float rotationDamping;
|
||||
[SerializeField]
|
||||
private float heightDamping;
|
||||
#pragma warning restore 649
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void LateUpdate()
|
||||
{
|
||||
// Early out if we don't have a target
|
||||
if (!target)
|
||||
return;
|
||||
|
||||
// Calculate the current rotation angles
|
||||
float wantedRotationAngle = target.eulerAngles.y;
|
||||
float wantedHeight = target.position.y + height;
|
||||
|
||||
float currentRotationAngle = transform.eulerAngles.y;
|
||||
float currentHeight = transform.position.y;
|
||||
|
||||
// Damp the rotation around the y-axis
|
||||
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
|
||||
|
||||
// Damp the height
|
||||
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
|
||||
|
||||
// Convert the angle into a rotation
|
||||
Quaternion currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
|
||||
|
||||
// Set the position of the camera on the x-z plane to:
|
||||
// distance meters behind the target
|
||||
transform.position = target.position;
|
||||
transform.position -= currentRotation * Vector3.forward * distance;
|
||||
|
||||
// Set the height of the camera
|
||||
transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z);
|
||||
|
||||
// Always look at the target
|
||||
transform.LookAt(target);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
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||||
guid: a20feb36c253ae940912006b89d21e84
|
||||
timeCreated: 1495982388
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||||
licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,28 @@
|
||||
// =====================================================================
|
||||
// Copyright 2013-2022 ToolBuddy
|
||||
// All rights reserved
|
||||
//
|
||||
// http://www.toolbuddy.net
|
||||
// =====================================================================
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using FluffyUnderware.Curvy.Controllers;
|
||||
using FluffyUnderware.DevTools;
|
||||
|
||||
namespace FluffyUnderware.Curvy.Examples
|
||||
{
|
||||
public class E10_MotorController : SplineController
|
||||
{
|
||||
[Section("Motor")]
|
||||
public float MaxSpeed = 30;
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
float axis = Input.GetAxis("Vertical");
|
||||
Speed = Mathf.Abs(axis) * MaxSpeed;
|
||||
MovementDirection = MovementDirectionMethods.FromInt((int)Mathf.Sign(axis));
|
||||
base.Update();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
|
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fileFormatVersion: 2
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guid: 967866bd6dfb207458ed4a36e414e5bc
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MonoImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user