修改项目根地址, 并将部分依赖于ToolFile的功能迁移至依赖Interaction以实现网络文件的获取

This commit is contained in:
2025-09-29 16:38:09 +08:00
parent 557a08d51b
commit 6c3d5934dc
86 changed files with 1184 additions and 48 deletions

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@@ -87,7 +87,7 @@ PluginImporter:
- first:
WebGL: WebGL
second:
enabled: 1
enabled: 0
settings: {}
- first:
Windows Store Apps: WindowsStoreApps

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@@ -87,7 +87,7 @@ PluginImporter:
- first:
WebGL: WebGL
second:
enabled: 1
enabled: 0
settings: {}
- first:
Windows Store Apps: WindowsStoreApps

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@@ -98,6 +98,11 @@ PluginImporter:
enabled: 0
settings:
CPU:
- first:
WebGL: WebGL
second:
enabled: 1
settings: {}
- first:
Windows Store Apps: WindowsStoreApps
second:

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@@ -98,6 +98,11 @@ PluginImporter:
enabled: 0
settings:
CPU:
- first:
WebGL: WebGL
second:
enabled: 1
settings: {}
- first:
Windows Store Apps: WindowsStoreApps
second:

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@@ -309,7 +309,7 @@ namespace Demo.Editor
new GameObject("GameContent").AddComponent<GameContent>();
}
var content = GameContent.instance;
content.RootSourceDir = Path.Combine(PlatformIndicator.StreamingAssetsPath, ProjectName) + "/";
content.RootSourceDir = Path.Combine(PlatformIndicator.PersistentDataPath, ProjectName) + "/";
content.IsCreateNewProject = IsCreateNewProject;
content.ScriptableObjectTypen = GetDefaultScriptableObjectTypen();
content.IsAutoPlay = true;

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@@ -61,6 +61,7 @@ namespace Demo.Game
if (Editor.EditorController.instance.MainGameController == this)
{
string clipPath = (string)MainConfig.FindItem("song", "");
AudioType audioType = (AudioType)MainConfig.FindItem("audioType", BasicAudioSystem.GetAudioType(clipPath));
if (string.IsNullOrEmpty(clipPath))
{
foreach (var file in MainConfig.ConfigFile.BackToParentDir().DirToolFileIter())
@@ -79,15 +80,15 @@ namespace Demo.Game
{
IEnumerator Run()
{
var clipFile = new ToolFile(clipPath);
var clipFile = new Interaction(clipPath);
if (clipFile.Exists() == false)
clipFile = MainConfig.GetFile(clipPath);
clipFile = new(MainConfig.GetFile(clipPath).GetFullPath());
if (clipFile.Exists() == false)
{
Debug.LogError($"Cannt load {clipPath}", this);
yield break;
}
yield return MainAudio.LoadAudio(clipFile, BasicAudioSystem.GetAudioType(clipPath));
yield return MainAudio.LoadAudio(clipFile, audioType);
content.SongLoadOverCallback(MainAudio);
yield return GameAudioSystemInit();
}

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@@ -871,6 +871,7 @@ namespace Demo
file = file | "Windows";
#endif
file = file | ab;
var downloader = new Interaction(file.GetFullPath());
if (AssetBundlesItemEntry == null)
{
var hierarchy = HierarchyWindow.instance;
@@ -880,7 +881,7 @@ namespace Demo
var abLoadingItem = AssetBundlesItemEntry.ref_value.GetComponent<HierarchyItem>().CreateSubPropertyItem(1)[0];
var loadingHierarchyItem = abLoadingItem.ref_value.GetComponent<HierarchyItem>();
loadingHierarchyItem.title = $"{ab}<Loading>";
var ir = file.LoadAsAssetBundle(p =>
var ir = downloader.LoadAsAssetBundle(p =>
{
loadingHierarchyItem.title = $"{ab}<Loading{(int)(p * 100)}%>";
}, x =>
@@ -908,39 +909,6 @@ namespace Demo
AssetBundleLoading.Remove(ab);
}
public static AssetBundle LoadAssetBundle(this IAssetBundleLoader self, string ab)
{
if (AssetBundleCounter.TryGetValue(ab, out var result))
{
result.referenceCounter++;
return result.assetBundle;
}
var file = new ToolFile(PlatformIndicator.StreamingAssetsPath) | "AssetBundle/";
#if PLATFORM_WINDOWS
file = file | "Windows";
#endif
file = file | ab;
if (AssetBundlesItemEntry == null)
{
var hierarchy = HierarchyWindow.instance;
AssetBundlesItemEntry = hierarchy.CreateRootItemEntryWithBinders(nameof(AssetBundlesLoadHelper))[0];
AssetBundlesItemEntry.ref_value.GetComponent<HierarchyItem>().title = nameof(AssetBundlesLoadHelper);
}
var abLoadingItem = AssetBundlesItemEntry.ref_value.GetComponent<HierarchyItem>().CreateSubPropertyItem(1)[0];
abLoadingItem.ref_value.GetComponent<HierarchyItem>().title = $"{ab}<Loading>";
var assetBundle = file.LoadAsAssetBundle();
var item = abLoadingItem.ref_value.GetComponent<HierarchyItem>();
item.title = $"{ab}";
var assets = assetBundle.GetAllAssetNames();
var subAssetsItems = item.CreateSubPropertyItem(assets.Length);
for (int i = 0, e = assets.Length; i < e; i++)
{
subAssetsItems[i].ref_value.GetComponent<HierarchyItem>().title = Path.GetFileName(assets[i]);
}
AssetBundleCounter[ab] = new(assetBundle, 1, abLoadingItem);
return assetBundle;
}
public static IEnumerator UnloadAssetBundle(this IAssetBundleLoader self, string ab)
{
// Editor中暂时忽略卸载功能

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@@ -2,7 +2,6 @@ using System;
using System.Collections;
using Convention;
using Dreamteck.Splines;
using Dreamteck.Splines.Editor;
using UnityEngine;
namespace Demo.Game

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@@ -104,11 +104,11 @@ MonoBehaviour:
m_PrefilterDBufferMRT1: 1
m_PrefilterDBufferMRT2: 1
m_PrefilterDBufferMRT3: 1
m_PrefilterSoftShadowsQualityLow: 0
m_PrefilterSoftShadowsQualityMedium: 0
m_PrefilterSoftShadowsQualityHigh: 0
m_PrefilterSoftShadowsQualityLow: 1
m_PrefilterSoftShadowsQualityMedium: 1
m_PrefilterSoftShadowsQualityHigh: 1
m_PrefilterSoftShadows: 0
m_PrefilterScreenCoord: 1
m_PrefilterNativeRenderPass: 1
m_PrefilterNativeRenderPass: 0
m_ShaderVariantLogLevel: 0
m_ShadowCascades: 0

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@@ -106,6 +106,10 @@ MonoBehaviour:
m_PrefilterDBufferMRT1: 1
m_PrefilterDBufferMRT2: 1
m_PrefilterDBufferMRT3: 1
m_PrefilterSoftShadowsQualityLow: 1
m_PrefilterSoftShadowsQualityMedium: 1
m_PrefilterSoftShadowsQualityHigh: 1
m_PrefilterSoftShadows: 0
m_PrefilterScreenCoord: 1
m_PrefilterNativeRenderPass: 1
m_ShaderVariantLogLevel: 0

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 5b2b99f9313f15644a6fcb7754cfe8cf
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,4 @@
#include "ScriptableObject.helper.h"
#define Anchor

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 8444d0278637d09479486d189127ec65
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,14 @@
#include "Updatement`1.helper.h"
#define BaseOnMaterialUpdatement
/*
<summary>
绑定到允许的渲染器
</summary>
<param name="path">脚本位置</param>
*/
#define Load(path)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 3f320bdad28bfa440946d2cdbf0c76a6
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,26 @@
#include "Updatement`1.helper.h"
#define BasicSplineJustFollow
/*
<summary>
新增
</summary>
<param name="time">插值时间</param>
<param name="value"></param>
<param name="curveType">可取值为30种缓动曲线</param>
*/
#define Add(time,value,curveType)
/*
<summary>
如未加载则加载,然后绑定到样条线
</summary>
<param name="path">脚本位置</param>
*/
#define Load(path)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c9379e999fe839a4299645c8b475f826
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,52 @@
#include "Updatement`1.helper.h"
#define BasicSplineRenderer
/*
<summary>
新增
</summary>
<param name="time">插值时间</param>
<param name="from"></param>
<param name="to"></param>
<param name="curveType">可取值为30种缓动曲线</param>
*/
#define Add(time,from,to,curveType)
/*
<summary>
加载并绑定到新样条线
</summary>
<param name="path">对象相对路径,若对象不存在则作为脚本相对路径加载</param>
*/
#define LoadSpline(path)
/*
<summary>
加载对应ab包并加载指定材质
</summary>
<param name="ab"></param>
<param name="material"></param>
*/
#define LoadMaterial(ab,material)
#include "BasicSplineRenderer.helper.h"
#define BasicSplineRenderer
/*
<summary>
设置材质UV映射
</summary>
<param name="mode">Clip, UniformClip, Clamp, UniformClamp</param>
*/
#define SetUVMode(mode)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f9fef1eefba151544bf86abbb7ccbb3f
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,120 @@
#include "ScriptableObject.helper.h"
#define CameraObject
/*
<summary>
设置是否为正交相机
</summary>
<param name="arg"></param>
*/
#define SetOrthographic(arg)
/*
<summary>
设置相机视野角度
</summary>
<param name="arg">视野角度值</param>
*/
#define SetFieldOfView(arg)
/*
<summary>
设置正交相机的尺寸
</summary>
<param name="arg">正交相机尺寸值</param>
*/
#define SetOrthographicSize(arg)
/*
<summary>
设置近裁剪面距离
</summary>
<param name="arg">近裁剪面距离值</param>
*/
#define SetNearClipPlane(arg)
/*
<summary>
设置远裁剪面距离
</summary>
<param name="arg">远裁剪面距离值</param>
*/
#define SetFarClipPlane(arg)
/*
<summary>
设置相机深度
</summary>
<param name="arg">相机深度值</param>
*/
#define SetDepth(arg)
/*
<summary>
设置虚拟相机跟随目标
</summary>
<param name="targetName">对象相对路径</param>
*/
#define SetVirtualCameraFollow(targetName)
/*
<summary>
设置虚拟相机观察目标
</summary>
<param name="targetName">对象相对路径</param>
*/
#define SetVirtualCameraLookAt(targetName)
/*
<summary>
设置虚拟相机跟随偏移
</summary>
<param name="x">X轴偏移</param>
<param name="y">Y轴偏移</param>
<param name="z">Z轴偏移</param>
*/
#define SetVirtualCameraFollowOffset(x,y,z)
/*
<summary>
设置虚拟相机跟随阻尼
</summary>
<param name="x">X轴阻尼</param>
<param name="y">Y轴阻尼</param>
<param name="z">Z轴阻尼</param>
*/
#define SetVirtualCameraFollowDamping(x,y,z)
/*
<summary>
设置虚拟相机观察阻尼
</summary>
<param name="x">X轴阻尼</param>
<param name="y">Y轴阻尼</param>
<param name="z">Z轴阻尼</param>
*/
#define SetVirtualCameraLookAtDamping(x,y,z)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: a250708085f3cf04cbb75d1624c80c11
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,4 @@
#include "BaseOnMaterialUpdatement.helper.h"
#define ColorUpdatement

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 592a3c681ade5c6409436c3b62a543ce
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,17 @@
#include "ScriptableObject.helper.h"
#define DDT
/*
添加float数据, 随后可以用对象路径+索引获取变量值,
e.g: CameraObject/DDT[3], 获取CameraObject/DDT对象路径下DDT数据中的第四个值
*/
#define Add(value)
/*
从特定的json中读取数据
*/
#define Load()

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 2973b3a6cf8b3bd4a8d990b7a70a88c9
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,4 @@
#include "BaseOnMaterialUpdatement.helper.h"
#define EmissionColorUpdatement

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 46db8a6233d6da14db4d0bcdb1ca32d6
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,4 @@
#include "IInteraction.helper.h"
#define FullScreenInteraction

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 6515b1e604e3f3f4f96fca78db823502
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,23 @@
#include "ScriptableObject.helper.h"
#define IEffectHookObject
/*
<summary>
绑定IInteraction对象若不手动绑定则会自动绑定到父物体的IInteraction
</summary>
*/
#define Bind(path)
/*
<summary>
设置监听状态,当目标进入指定监听的状态时触发启动事件,退出时触发结束事件
</summary>
<param name="type">VisibleDurationInteractiveDurationInteractableScoreIntervalInteractableIntervalThatCanScoreBest</param>
*/
#define SetInteractiveEffectType(type)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 6c040d74f33d0e141bdea00298f691be
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,102 @@
#include "TimelineScriptObject.helper.h"
#define IInteraction
/*
<summary>
通过传递对称区间进行初始化
</summary>
<param name="bestJudgementTimePoint">最佳判定点</param>
<param name="interactableIntervalThatCanScoreBest">区间时长,最终结果为
(bestJudgementTimePoint-interactableIntervalThatCanScoreBest/2,bestJudgementTimePoint+interactableIntervalThatCanScoreBest/2)</param>
<param name="interactableScoreInterval">区间时长,最终结果为
(bestJudgementTimePoint-interactableScoreInterval/2,bestJudgementTimePoint+interactableScoreInterval/2)</param>
<param name="interactiveDuration">区间时长,最终结果为
(bestJudgementTimePoint-interactiveDuration/2,bestJudgementTimePoint+interactiveDuration/2)</param>
<param name="visibleDuration">区间时长,最终结果为
(bestJudgementTimePoint-visibleDuration/2,bestJudgementTimePoint+visibleDuration/2)</param>
*/
#define SetupJudgementLevels(bestJudgementTimePoint,interactableIntervalThatCanScoreBest,interactableScoreInterval,interactiveDuration,visibleDuration)
/*
<summary>
设置可见区间显现但不可判定3级判定区间开始时间
</summary>
<param name="value"></param>
*/
#define SetVisibleDurationBegin(value)
/*
<summary>
设置可见区间显现但不可判定3级判定区间结束时间
</summary>
<param name="value"></param>
*/
#define SetVisibleDurationEnd(value)
/*
<summary>
设置2级判定区间可判定但错误的开始时间
</summary>
<param name="value"></param>
*/
#define SetInteractiveDurationBegin(value)
/*
<summary>
设置2级判定区间可判定但错误的结束时间
</summary>
<param name="value"></param>
*/
#define SetInteractiveDurationEnd(value)
/*
<summary>
设置1级判定区间可判定的开始时间
</summary>
<param name="value"></param>
*/
#define SetInteractableScoreIntervalBegin(value)
/*
<summary>
设置1级判定区间可判定的结束时间
</summary>
<param name="value"></param>
*/
#define SetInteractableScoreIntervalEnd(value)
/*
<summary>
设置0级判定区间最佳判定开始时间
</summary>
<param name="value"></param>
*/
#define SetInteractableIntervalThatCanScoreBestBegin(value)
/*
<summary>
设置0级判定区间最佳判定结束时间
</summary>
<param name="value"></param>
*/
#define SetInteractableIntervalThatCanScoreBestEnd(value)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f98e2b0f2d7a07643990ba5727c3ba6f
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,13 @@
#include "ScriptableObject.helper.h"
#define IJudgementHookObject
/*
<summary>
绑定IInteraction对象若不手动绑定则会自动绑定到父物体的IInteraction
</summary>
*/
#define Bind(path)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: f020094d932901c4298ae797f9f2b45e
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,24 @@
#include "Updatement`1.helper.h"
#define LookAtAnchor
/*
<summary>
在指定时刻切换面向的物体,并尝试一次更新
</summary>
<param name="time"></param>
<param name="target"></param>
*/
#define Add(time,target)
/*
<summary>
启动自动更新,将持续锁定面向的物体并更新
</summary>
*/
#define EnableUpdateEveryTick()

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 63e39fd35ba9d6f41b4387d1e35cfa21
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,25 @@
#include "Updatement`1.helper.h"
#define MaterialUpdatement
/*
<summary>
对应ab包名称自动匹配对应平台
</summary>
<param name="ab"></param>
*/
#define Load(ab)
/*
<summary>
在指定时刻切换父物体上的MeshRenderer.material
</summary>
<param name="time"></param>
<param name="material"></param>
*/
#define Add(time,material)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e15049878c91eb8468fc85288b4e54fe
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,15 @@
#include "IEffectHookObject.helper.h"
#define ParticleEffect
/*
<summary>
加载预制体作为子物体
</summary>
<param name="ab"></param>
<param name="prefab"></param>
*/
#define Load(ab,prefab)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 045f24c4c7b9f914489a2d1f774f8e51
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,17 @@
#include "IJudgementHookObject.helper.h"
#define ParticleJudgement
/*
<summary>
加载预制体作为子物体
</summary>
<param name="level">判定等级对应会出现的粒子效果,若没有对应的则向更低的值寻找</param>
<param name="ab"></param>
<param name="prefab"></param>
<param name="duration">判定效果的持续时间</param>
*/
#define Load(level,ab,prefab,duration)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 739b4b9b9f01c684c8267f90c251a295
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,15 @@
#include "ScriptableObject.helper.h"
#define PrefabRootObject
/*
<summary>
加载预制体作为子物体
</summary>
<param name="ab"></param>
<param name="prefab"></param>
*/
#define Load(ab,prefab)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e7fd21d310ee4d94c9a688db8ae382ca
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,4 @@
#include "ScriptableObject.helper.h"
#define RootObject

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: dfa234b92798a79459a04aadd25226a0
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,104 @@
/*
<summary>
重设指定时间线
</summary>
<param name="id">时间线ID若不存在则创建</param>
<param name="delta">当每次调用NextTimePoint函数时使用的单位值</param>
<param name="value">初始化时间</param>
*/
#define ResetTimePoint(id,delta,value)
/*
<summary>
推动时间线前进
</summary>
<param name="id">时间线ID</param>
<param name="times">前进次数,最终时间的增量为前进次数乘该时间线的单位值</param>
*/
#define NextTimePoint(id,times)
/*
<summary>
设置时间线的值
</summary>
<param name="id">时间线ID</param>
<param name="value">次数,时间线的值将被设置为次数乘该时间线的单位值</param>
*/
#define SetTimePoint(id,value)
/*
<summary>
设置局部上下文变量,将会传递给子物体使用
</summary>
<param name="name">字符串</param>
<param name="value">浮点数</param>
*/
#define SetContext(name,value)
/*
<summary>
设置坐标
</summary>
<param name="result"></param>
<param name="y"></param>
<param name="z"></param>
*/
#define SetLocalPosition(x,y,z)
/*
<summary>
设置欧拉角
</summary>
<param name="result"></param>
<param name="y"></param>
<param name="z"></param>
*/
#define SetLocalEulerAngles(x,y,z)
/*
<summary>
设置缩放
</summary>
<param name="result"></param>
<param name="y"></param>
<param name="z"></param>
*/
#define SetLocalScaling(x,y,z)
/*
<summary>
关闭该物体,
在面对如多Game场景时关闭某些GameWorld中默认存在的全局灯光等场景时非常有用
</summary>
*/
#define SetObjectDisable()
#define __build_in_pragma #
#define __build_in_to_text(x) #x
/*
<summary>
加载子脚本
</summary>
<param name="type">指定类型</param>
<param name="path">指定脚本,可用决定路径或与当前脚本目录的相对路径</param>
*/
#define LoadSubScript(type,path) __build_in_pragma include __build_in_to_text(./##type)

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: ffcb5fc7a6d58bc45af2f2dc9033db76
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,25 @@
#include "Updatement`1.helper.h"
#define SkyUpdatement
/*
<summary>
对应ab包名称自动匹配对应平台
</summary>
<param name="ab"></param>
*/
#define Load(ab)
/*
<summary>
在指定时刻切换天空
</summary>
<param name="time"></param>
<param name="sky"></param>
*/
#define Add(time,sky)

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#include "ScriptableObject.helper.h"
#define SplineAnchor
/*
<summary>
加载并绑定到新样条线
</summary>
<param name="path">对象相对路径,若对象不存在则作为脚本相对路径加载</param>
*/
#define LoadSpline(path)
/*
<summary>
必须先执行LoadSpline加载样条线
</summary>
<param name="value">百分比所在位置,取值范围是[01]</param>
*/
#define EvaluatePosition(value)
/*
<summary>
绑定到样条线渲染器上(必须已经加载),
并设置位置为指定时间的时刻渲染器所生成的头部位置
</summary>
<param name="path">对象路径, 不存在时则立刻加载</param>
<param name="time">时刻</param>
*/
#define LoadSplineRenderer(path,time)

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#include "ScriptableObject.helper.h"
#define SplineCore
/*
<summary>
设置样条线类型
</summary>
<param name="mode">CatmullRom, BSpline, Bezier, Linear </param>
*/
#define SetType(mode)
/*
<summary>
设置采样类型
</summary>
<param name="mode">Default, Uniform, Optimized</param>
*/
#define SetSampleMode(mode)
/*
<summary>
闭环曲线
</summary>
*/
#define SetClose()
/*
<summary>
加载并加入新节点
</summary>
<param name="path">脚本位置</param>
*/
#define LoadNode(path)
/*
<summary>
加入已加载的节点如果目标脚本不是SplineNode
那么为其添加SplineNode组件
</summary>
<param name="path">脚本位置</param>
*/
#define AddNode(path)

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#include "BasicSplineJustFollow.helper.h"
#define SplineHeadObject
/*
<summary>
设置为仅跟随将会被动的跟随spline运动
这在多个脚本都绑定在同一个spline计算核心上时非常有用
</summary>
*/
#define JustFollow()

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#include "BasicSplineJustFollow.helper.h"
#define SplineMovement
/*
<summary>
设置为仅跟随将会被动的跟随spline运动
这在多个脚本都绑定在同一个spline计算核心上时非常有用
</summary>
*/
#define JustFollow()

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#include "ScriptableObject.helper.h"
#define SplineNode
/*
<summary>
设置节点大小默认为1
</summary>
<param name="size"></param>
*/
#define SetNoteSize(size)
/*
<summary>
设置节点颜色,默认为(1,1,1,1)
</summary>
<param name="r"></param>
<param name="g"></param>
<param name="b"></param>
<param name="a"></param>
*/
#define SetNoteColor(r,g,b,a)
/*
<summary>
设置节点旋转节点正面forward向量为法线
</summary>
<param name="x"></param>
<param name="y"></param>
<param name="z"></param>
*/
#define SetNoteRotation(x,y,z)

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#include "BasicSplineJustFollow.helper.h"
#define SplineRotation

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#include "BasicSplineJustFollow.helper.h"
#define SplineScaling

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#include "BasicSplineRenderer`1.helper.h"
#define SplineTrackRenderer

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#include "BasicSplineRenderer`1.helper.h"
#define SplineTubeRenderer
/*
<summary>
禁用双面渲染,用于优化性能
</summary>
*/
#define DisableDoubleSide()
/*
<summary>
设置面数,越高越圆润
</summary>
<param name="sides"></param>
*/
#define SetSides(sides)

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#include "ScriptableObject.helper.h"
#define SubWorld
/*
<summary>
加载附属场景
</summary>
<param name="project"></param>
*/
#define Load(project)

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#include "Updatement`1.helper.h"
#define TickMovement
/*
<summary>
新增
</summary>
<param name="time">插值时间</param>
<param name="x">x</param>
<param name="y">y</param>
<param name="z">z</param>
<param name="curveType">可取值为30种缓动曲线</param>
*/
#define Add(time,x,y,z,curveType)

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#include "Updatement`1.helper.h"
#define TickRotation
/*
<summary>
新增
</summary>
<param name="time">插值时间</param>
<param name="x">x</param>
<param name="y">y</param>
<param name="z">z</param>
<param name="curveType">可取值为30种缓动曲线</param>
*/
#define Add(time,x,y,z,curveType)

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#include "Updatement`1.helper.h"
#define TickScaling
/*
<summary>
新增
</summary>
<param name="time">插值时间</param>
<param name="x">x</param>
<param name="y">y</param>
<param name="z">z</param>
<param name="curveType">可取值为30种缓动曲线</param>
*/
#define Add(time,x,y,z,curveType)

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#include "ScriptableObject.helper.h"
#define TimelineScriptObject

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#include "TimelineScriptObject.helper.h"
#define Updatement
/*
<summary>
设置更新对象
</summary>
<param name="path">脚本的相对路径</param>
*/
#define SetUpdateTarget(path)

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#include "ScriptableObject.helper.h"
#define WorldLightObject

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