window mode and botany wip

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ntr committed 2022-05-31 15:39:24 +10:00
1 parent f0aa6495c7
commit 0f9576a67b
68 files changed
+8224 -1311

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using UnityEngine;
public class Discord : MonoBehaviour {
public void OpenURL() {
Application.OpenURL("https://discord.gg/45yymHzf38");
}
}
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using UnityEngine;
public class Display : MonoBehaviour
{
public void SetWindowed(bool v) {
// Toggle fullscreen
Screen.fullScreen = !Screen.fullScreen;
}
}
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using Assets.WasapiAudio.Scripts.Unity;
using System.Collections.Generic;
using System.Collections;
using UnityEditor;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEngine.VFX;
using UnityEngine;
public class Loader : MonoBehaviour {
public Text currentVis;
public Canvas vfxMenu;
private static bool menuVisible;
private Scene scene;
private KeyCode NextButton = KeyCode.Space;
private KeyCode PrevButton = KeyCode.Backspace;
private KeyCode MenuButton = KeyCode.Escape;
void Awake() {
ToggleMenu(menuVisible);
}
void Start() {
scene = SceneManager.GetActiveScene();
currentVis.text = scene.name;
// Debug.Log("Active Scene name is: " + scene.name + "\nActive Scene index: " + scene.buildIndex);
}
void Update() {
if (Input.GetKeyDown(NextButton)) {
NextScene();
}
if (Input.GetKeyDown(PrevButton)) {
PrevScene();
}
if (Input.GetKeyDown(MenuButton)) {
ToggleMenu(!menuVisible);
}
}
void VfxMenuVisible(bool v) {
if (vfxMenu) vfxMenu.enabled = v;
}
void ToggleMenu(bool visible) {
if (visible) {
gameObject.GetComponent<Canvas>().enabled = true;
VfxMenuVisible(true);
} else {
gameObject.GetComponent<Canvas>().enabled = false;
VfxMenuVisible(false);
}
menuVisible = visible;
}
public void NextScene() {
int current = scene.buildIndex;
int next = (current + 1) % (SceneManager.sceneCountInBuildSettings);
// welcome is at 0. skip it
if (next == 0) next = 1;
if (next != current) LoadScene(next);
}
public void PrevScene() {
int current = scene.buildIndex;
int prev = (current - 1);
// check for welcome
if (prev <= 0) prev = SceneManager.sceneCountInBuildSettings - 1;
if (prev != current) LoadScene(prev);
}
public void LoadScene(int i) {
SceneManager.LoadScene(i);
}
public void Quit() {
// if (EditorApplication) EditorApplication.isPlaying = false;
Application.Quit();
}
// IEnumerator LoadScene(int i) {
// AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(i);
// // Wait until the asynchronous scene fully loads
// while (!asyncLoad.isDone)
// {
// yield return null;
// }
// }
}
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using System.IO;
using UnityEngine;
[System.Serializable]
public class PreferenceData {
// Preference Fields
public int themeIndex;
// Others
string _path;
public PreferenceData(string path) {
_path = path;
themeIndex = 0;
}
public PreferenceData Load() {
try {
string json = File.ReadAllText(_path);
JsonUtility.FromJsonOverwrite(json, this);
return this;
} catch {
// file doesn't exist yet
return Save();
}
}
public PreferenceData Save() {
File.WriteAllText(_path, JsonUtility.ToJson(this));
return this;
}
}
public interface IPreferenceData {
PreferenceData LoadPreferences();
PreferenceData SavePreferences();
}
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using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteAlways]
public class Preferences : MonoBehaviour {
public ThemeSelector themeSelector;
public PreferenceData data;
void Awake() {
string path = Path.Combine(Application.persistentDataPath, "preferences.json");
data = new PreferenceData(path).Load();
// Debug.Log($"ThemeIndex {data.themeIndex}");
}
public void SetThemeIndex(int i) {
data.themeIndex = i;
data.Save();
}
public Gradient Theme() {
return themeSelector.CurrentTheme();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
[RequireComponent(typeof(Dropdown))]
public class ThemeSelector : MonoBehaviour {
public Gradient[] themeList;
public static Gradient theme;
public Preferences preferences;
[SerializeField, ColorUsage(showAlpha: true, hdr: true)]
private Color hdrColor;
void Start() {
gameObject.GetComponent<Dropdown>().value = preferences.data.themeIndex;
theme = themeList[preferences.data.themeIndex];
}
public void SelectTheme(Dropdown d) {
theme = themeList[d.value];
preferences.SetThemeIndex(d.value);
}
public Gradient CurrentTheme() {
return theme;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.VFX.Utility;
using UnityEngine.VFX;
using UnityEngine;
[AddComponentMenu("VFX/Property Binders/Kaiju - Theme Binder")]
[VFXBinder("Kaiju/Kaiju Theme Binder")]
public class ThemeVfxBinder : VFXBinderBase {
public Preferences preferences;
[VFXPropertyBinding("UnityEngine.Gradient"), SerializeField]
protected ExposedProperty ThemeParameter = "Theme";
void Awake() {
if (preferences == null) Debug.Log("Theme VFX Binder needs preferences.");
}
public override bool IsValid(VisualEffect component) {
return preferences != null
&& preferences.Theme() != null
&& component.HasGradient(ThemeParameter);
}
public override void UpdateBinding(VisualEffect component) {
component.SetGradient(ThemeParameter, preferences.Theme());
}
// have to override these to prevent NRE
protected override void OnEnable() {
// Debug.Log("OnEnable");
}
protected override void OnDisable() {
// Debug.Log("OnDisable");
}
}
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using System.Collections.Generic;
using Assets.WasapiAudio.Scripts.Unity;
using UnityEngine;
public abstract class TripsitterAve : MonoBehaviour
{
public WasapiAudioSource source;
[SerializeReference]
[SerializeReferenceButton]
private List<SpectrumTransformer> transformers = new List<SpectrumTransformer>();
[SpectrumDataPreview]
public SpectrumData Preview;
protected int SpectrumSize { get; private set; }
public List<SpectrumTransformer> Transformers { get => transformers; set => transformers = value; }
public virtual void Awake() {
SpectrumSize = source.SpectrumSize;
Preview = new SpectrumData();
}
protected float[] GetSpectrumData()
{
// Get raw / unmodified spectrum data
var spectrumData = source.GetSpectrumData();
// Run spectrum data through all configured transformers
if (Transformers != null && Transformers.Count > 0)
{
foreach (var transformer in Transformers)
{
spectrumData = transformer.Transform(spectrumData);
}
}
Preview.Values = spectrumData;
return spectrumData;
}
}
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