自动化生成字典
This commit is contained in:
@@ -263,17 +263,17 @@ MonoBehaviour:
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m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.DepthOfField
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active: 1
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mode:
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m_OverrideState: 0
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m_Value: 0
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m_OverrideState: 1
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m_Value: 1
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gaussianStart:
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m_OverrideState: 0
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m_Value: 10
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m_OverrideState: 1
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m_Value: 20
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gaussianEnd:
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m_OverrideState: 0
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m_OverrideState: 1
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m_Value: 30
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gaussianMaxRadius:
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m_OverrideState: 0
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m_Value: 1
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m_OverrideState: 1
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m_Value: 1.5
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highQualitySampling:
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m_OverrideState: 0
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m_Value: 0
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File diff suppressed because one or more lines are too long
@@ -1,9 +1,11 @@
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using Demo.Attr;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class Anchor : ScriptableObject
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{
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protected override bool IsSelfEnableUpdate => false;
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@@ -1,9 +1,11 @@
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using Demo.Attr;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class PrefabRootObject : ScriptableObject, IAssetBundleLoader
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{
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public static PrefabRootObject Make()
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@@ -1,10 +1,12 @@
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using Convention;
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using Demo.Attr;
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using System.Collections;
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using System.Collections.Generic;
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using Convention;
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using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class SkyUpdatement : Updatement<int>, IAssetBundleLoader
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{
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public static SkyUpdatement Make()
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@@ -1,10 +1,12 @@
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using Convention;
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using Demo.Attr;
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using System.Collections;
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using System.Collections.Generic;
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using Convention;
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using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class WorldLightObject : ScriptableObject
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{
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public static WorldLightObject Make()
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@@ -6,9 +6,11 @@ using Cinemachine;
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#endif
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using Convention.WindowsUI.Variant;
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using UnityEngine;
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using Demo.Attr;
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namespace Demo.Game
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{
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{
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[Scriptable(nameof(MakeCameraObject))]
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public class CameraObject : ScriptableObject
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{
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private Camera MainCamera => Camera.main;
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@@ -1,14 +1,16 @@
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using Convention;
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using Demo.Attr;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Convention;
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using UnityEngine;
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using System;
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using Unity.Collections;
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using UnityEngine.Rendering;
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using System.IO;
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Demo.Game
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{
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[Scriptable]
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public class DDT : ScriptableObject
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{
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protected override bool IsSelfEnableUpdate => false;
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@@ -7,8 +7,7 @@ using Dreamteck.Splines;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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namespace Demo
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@@ -17,68 +16,6 @@ namespace Demo
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{
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public static class DefaultInstantiate
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{
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public static Dictionary<string, Func<ScriptableObject>> GameObjectInstantiate = new()
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{
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{ $"{nameof(Anchor)}",Anchor.Make},
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// Camera
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{ $"{nameof(CameraObject)}",CameraObject.MakeCameraObject},
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// Global Env
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{ $"{nameof(PrefabRootObject)}",PrefabRootObject.Make },
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{ $"{nameof(SkyUpdatement)}",SkyUpdatement.Make},
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// Sub World
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{ $"{nameof(SubWorld)}",SubWorld.Make},
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};
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public static Dictionary<string, Func<ScriptableObject>> DDTInstantiate = new()
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{
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{ $"{nameof(DDT)}",DDT.Make}
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};
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public static Dictionary<string, Func<ScriptableObject>> TickUpdatementInstantiate = new()
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{
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{ $"{nameof(LookAtAnchor)}",LookAtAnchor.Make},
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{ $"{nameof(TickMovement)}",TickMovement.Make},
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{ $"{nameof(TickRotation)}",TickRotation.Make},
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{ $"{nameof(TickScaling)}",TickScaling.Make},
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};
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public static Dictionary<string, Func<ScriptableObject>> MaterialUpdatementInstantiate = new()
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{
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{ $"{nameof(MaterialUpdatement)}",MaterialUpdatement.Make},
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{ $"{nameof(ColorUpdatement)}",ColorUpdatement.Make},
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{ $"{nameof(EmissionColorUpdatement)}",EmissionColorUpdatement.Make},
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};
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public static Dictionary<string, Func<ScriptableObject>> SplineInstantiate = new()
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{
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{ $"{nameof(SplineCore)}",SplineCore.Make},
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{ $"{nameof(SplineNode)}",SplineNode.Make},
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{ $"{nameof(SplineAnchor)}",SplineAnchor.Make},
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{ $"{nameof(SplineMovement)}",SplineMovement.Make},
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{ $"{nameof(SplineRotation)}",SplineRotation.Make},
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{ $"{nameof(SplineScaling)}",SplineScaling.Make},
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{ $"{nameof(SplinePointerObject)}",SplinePointerObject.Make},
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{ $"{nameof(SplineTrackRenderer)}",SplineTrackRenderer.Make},
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{ $"{nameof(SplineTubeRenderer)}",SplineTubeRenderer.Make},
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{ $"{nameof(SplineSurfaceRenderer)}",SplineSurfaceRenderer.Make},
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{ $"{nameof(SplineRenderer)}",SplineRenderer.Make},
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};
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public static Dictionary<string, Func<ScriptableObject>> JudgementInstantiate = new()
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{
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// 可判定物只能有一个种类被使用,否则会引起输入检定冲突
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{ $"{nameof(FullScreenInteraction)}",FullScreenInteraction.Make},
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// Effect
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{ $"{nameof(ParticleEffect)}",ParticleEffect.Make },
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// JudgementEffect
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{ $"{nameof(ParticleJudgement)}",ParticleJudgement.Make},
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};
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public static Dictionary<string, Func<ScriptableObject>> SingleVolumeInstantiate = new()
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{
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{ $"{nameof(MotionBlurVolume)}", MotionBlurVolume.Make }
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};
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public static void OpenInstantiateMenu(this ScriptableObject self, RectTransform item)
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{
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List<SharedModule.CallbackData> result = new()
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@@ -99,13 +36,23 @@ namespace Demo
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public static Dictionary<string, Func<ScriptableObject>> GetScriptableObjectInstantiate()
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{
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return s_ScriptableObjectInstantiate ??= new Dictionary<string, Func<ScriptableObject>>(GameObjectInstantiate
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.Union(DDTInstantiate)
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.Union(TickUpdatementInstantiate)
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.Union(MaterialUpdatementInstantiate)
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.Union(SplineInstantiate)
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.Union(JudgementInstantiate)
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.Union(SingleVolumeInstantiate));
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//return s_ScriptableObjectInstantiate ??= new Dictionary<string, Func<ScriptableObject>>(GameObjectInstantiate
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// .Union(DDTInstantiate)
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// .Union(TickUpdatementInstantiate)
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// .Union(MaterialUpdatementInstantiate)
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// .Union(SplineInstantiate)
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// .Union(JudgementInstantiate)
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// .Union(SingleVolumeInstantiate));
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if (s_ScriptableObjectInstantiate == null)
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{
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s_ScriptableObjectInstantiate = new();
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foreach (var type in Utility.SeekType(x => x.IsSubclassOf(typeof(ScriptableObject)) && x.GetCustomAttribute<Attr.ScriptableAttribute>() != null))
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{
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var attr = type.GetCustomAttribute<Attr.ScriptableAttribute>();
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s_ScriptableObjectInstantiate.Add(type.Name, () => (ScriptableObject)ConventionUtility.InvokeMember(type.GetMethod(attr.generaterName), null));
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}
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}
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return s_ScriptableObjectInstantiate;
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}
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}
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}
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@@ -1,13 +1,15 @@
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using Convention;
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using Demo.Attr;
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using System.Collections;
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using System.IO;
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using System.Linq;
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using Convention;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Demo.Game
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{
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public class SubWorld : ScriptableObject
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[Scriptable]
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public class SubWorld : ScriptableObject
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{
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public static SubWorld Make()
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{
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@@ -1,11 +1,13 @@
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using Convention;
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using Demo.Attr;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Convention;
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using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class ParticleEffect : IEffectHookObject, IAssetBundleLoader
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{
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public static ParticleEffect Make()
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@@ -1,8 +1,10 @@
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using Convention;
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using Demo.Attr;
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using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class FullScreenInteraction : IInteraction
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{
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public static FullScreenInteraction Make()
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@@ -1,4 +1,5 @@
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using Convention;
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using Demo.Attr;
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using NUnit.Framework.Internal;
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using System.Collections;
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using System.Collections.Generic;
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@@ -6,6 +7,7 @@ using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class ParticleJudgement : IJudgementHookObject, IAssetBundleLoader
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{
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public static ParticleJudgement Make()
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@@ -1,10 +1,12 @@
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using Convention;
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using Demo.Attr;
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using System.Collections;
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using System.Collections.Generic;
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using Convention;
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using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class LookAtAnchor : Updatement<int>
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{
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public static LookAtAnchor Make()
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@@ -1,4 +1,5 @@
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using Convention;
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using Demo.Attr;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -6,6 +7,7 @@ using UnityEngine.Rendering.LookDev;
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namespace Demo.Game
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{
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[Scriptable]
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public class MaterialUpdatement : Updatement<int>, IAssetBundleLoader
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{
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public static MaterialUpdatement Make()
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@@ -1,9 +1,11 @@
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using Demo.Attr;
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using Dreamteck.Splines;
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using System.Collections;
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using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class SplineRenderer : BasicSplineRenderer<Dreamteck.Splines.SplineRenderer>
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{
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public static SplineRenderer Make()
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@@ -1,9 +1,11 @@
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using Demo.Attr;
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using Dreamteck.Splines;
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using System.Collections;
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using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class SplineSurfaceRenderer : BasicSplineRenderer<SurfaceGenerator>
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{
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public static SplineSurfaceRenderer Make()
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@@ -1,11 +1,13 @@
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using Convention;
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using Demo.Attr;
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using Dreamteck.Splines;
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using System;
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using System.Collections;
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using Convention;
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using Dreamteck.Splines;
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using UnityEngine;
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namespace Demo.Game
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{
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[Scriptable]
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public class SplineTrackRenderer : BasicSplineRenderer<PathGenerator>
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{
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||||
public static SplineTrackRenderer Make()
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@@ -1,11 +1,13 @@
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using Convention;
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using Demo.Attr;
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using Dreamteck.Splines;
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using System;
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using System.Collections;
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using Convention;
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using Dreamteck.Splines;
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using UnityEngine;
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||||
|
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namespace Demo.Game
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{
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[Scriptable]
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public class SplineTubeRenderer : BasicSplineRenderer<TubeGenerator>
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{
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public static SplineTubeRenderer Make()
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|
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@@ -1,9 +1,11 @@
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using Demo.Attr;
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using System;
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using System.Collections;
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using UnityEngine;
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|
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namespace Demo.Game
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{
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[Scriptable]
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public class SplineAnchor : ScriptableObject, IDependOnSplineCore, IDependOnSplineRenderer
|
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{
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public static SplineAnchor Make()
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|
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@@ -1,8 +1,9 @@
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using Convention;
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||||
using Demo.Attr;
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||||
using Dreamteck.Splines;
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||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Convention;
|
||||
using Dreamteck.Splines;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Demo.Game
|
||||
@@ -48,6 +49,7 @@ namespace Demo.Game
|
||||
}
|
||||
}
|
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|
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[Scriptable]
|
||||
public class SplineCore : ScriptableObject
|
||||
{
|
||||
protected override bool IsSelfEnableUpdate => false;
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||
using System.Collections;
|
||||
using Convention;
|
||||
using Demo.Attr;
|
||||
using Dreamteck.Splines;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Demo.Game
|
||||
{
|
||||
[Scriptable]
|
||||
public class SplineNode : ScriptableObject
|
||||
{
|
||||
protected override bool IsSelfEnableUpdate => false;
|
||||
|
||||
@@ -1,11 +1,13 @@
|
||||
using System.Collections;
|
||||
using Convention;
|
||||
using Convention.WindowsUI.Variant;
|
||||
using Demo.Attr;
|
||||
using Dreamteck.Splines;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Demo.Game
|
||||
{
|
||||
[Scriptable]
|
||||
public class SplineMovement : BasicSplineJustFollow
|
||||
{
|
||||
public static SplineMovement Make()
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Convention;
|
||||
using Convention.WindowsUI.Variant;
|
||||
using Demo.Attr;
|
||||
using Dreamteck.Splines;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Demo.Game
|
||||
{
|
||||
[Scriptable]
|
||||
public class SplinePointerObject : BasicSplineJustFollow
|
||||
{
|
||||
public static SplinePointerObject Make()
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Convention;
|
||||
using Demo.Attr;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Convention;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Demo.Game
|
||||
@@ -8,6 +9,7 @@ namespace Demo.Game
|
||||
/// <summary>
|
||||
/// 天然被动跟随
|
||||
/// </summary>
|
||||
[Scriptable]
|
||||
public class SplineRotation : BasicSplineJustFollow
|
||||
{
|
||||
public static SplineRotation Make()
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Demo.Attr;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Demo.Game
|
||||
@@ -5,6 +6,7 @@ namespace Demo.Game
|
||||
/// <summary>
|
||||
/// 天然被动跟随
|
||||
/// </summary>
|
||||
[Scriptable]
|
||||
public class SplineScaling : BasicSplineJustFollow
|
||||
{
|
||||
public static SplineScaling Make()
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
using Convention;
|
||||
using Convention.WindowsUI.Variant;
|
||||
using Demo.Attr;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Convention;
|
||||
using Convention.WindowsUI.Variant;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Demo.Game
|
||||
{
|
||||
[Scriptable]
|
||||
public class TickMovement : Updatement<Vector3>
|
||||
{
|
||||
public static TickMovement Make()
|
||||
|
||||
@@ -1,9 +1,11 @@
|
||||
using System;
|
||||
using Convention;
|
||||
using Demo.Attr;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Demo.Game
|
||||
{
|
||||
[Scriptable]
|
||||
public class TickRotation : Updatement<Vector3>
|
||||
{
|
||||
public static TickRotation Make()
|
||||
|
||||
@@ -1,9 +1,11 @@
|
||||
using System;
|
||||
using Convention;
|
||||
using Demo.Attr;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Demo.Game
|
||||
{
|
||||
[Scriptable]
|
||||
public class TickScaling : Updatement<Vector3>
|
||||
{
|
||||
public static TickScaling Make()
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
using Demo.Attr;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace Demo.Game
|
||||
{
|
||||
[Scriptable]
|
||||
public class MotionBlurVolume : BaseForSingleVolume<MotionBlur>
|
||||
{
|
||||
public static MotionBlurVolume Make()
|
||||
|
||||
Reference in New Issue
Block a user