This commit is contained in:
Axel Galand 2023-01-09 11:59:41 +01:00
commit 71ab0c194d
6197 changed files with 1028735 additions and 500 deletions

2
.gitattributes vendored
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@ -11,6 +11,7 @@
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4
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using UnityEngine;
using System.Collections;
namespace OVR
{
public class TestScript : MonoBehaviour {
[InspectorNote( "Sound Setup", "Press '1' to play testSound1 and '2' to play testSound2")]
public SoundFXRef testSound1;
public SoundFXRef testSound2;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update ()
{
// use attached game object location
if ( Input.GetKeyDown( KeyCode.Alpha1 ) )
{
testSound1.PlaySoundAt( transform.position );
}
// hard code information
if ( Input.GetKeyDown( KeyCode.Alpha2 ) ) {
testSound2.PlaySoundAt( new Vector3( 5.0f, 0.0f, 0.0f ) );
}
}
}
} // namespace OVR

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using UnityEngine;
using System.Collections;
namespace OVR
{
/*
-----------------------
AmbienceEmitter()
-----------------------
*/
public class AmbienceEmitter : MonoBehaviour {
public SoundFXRef[] ambientSounds = new SoundFXRef[0];
public bool autoActivate = true;
[Tooltip("Automatically play the sound randomly again when checked. Should be OFF for looping sounds")]
public bool autoRetrigger = true;
[MinMax( 2.0f, 4.0f, 0.1f, 10.0f )]
public Vector2 randomRetriggerDelaySecs = new Vector2( 2.0f, 4.0f );
[Tooltip( "If defined, the sounds will randomly play from these transform positions, otherwise the sound will play from this transform" )]
public Transform[] playPositions = new Transform[0];
private bool activated = false;
private int playingIdx = -1;
private float nextPlayTime = 0.0f;
private float fadeTime = 0.25f;
private int lastPosIdx = -1;
/*
-----------------------
Awake()
-----------------------
*/
void Awake() {
if ( autoActivate ) {
activated = true;
nextPlayTime = Time.time + Random.Range( randomRetriggerDelaySecs.x, randomRetriggerDelaySecs.y );
}
// verify all the play positions are valid
foreach ( Transform t in playPositions ) {
if ( t == null ) {
Debug.LogWarning( "[AmbienceEmitter] Invalid play positions in " + name );
playPositions = new Transform[0];
break;
}
}
}
/*
-----------------------
Update()
-----------------------
*/
void Update() {
if ( activated ) {
if ( ( playingIdx == -1 ) || autoRetrigger ) {
if ( Time.time >= nextPlayTime ) {
Play();
if ( !autoRetrigger ) {
activated = false;
}
}
}
}
}
/*
-----------------------
OnTriggerEnter()
-----------------------
*/
public void OnTriggerEnter( Collider col ) {
activated = !activated;
}
/*
-----------------------
Play()
-----------------------
*/
public void Play() {
Transform transformToPlayFrom = transform;
if ( playPositions.Length > 0 ) {
int idx = Random.Range( 0, playPositions.Length );
while ( ( playPositions.Length > 1 ) && ( idx == lastPosIdx ) ) {
idx = Random.Range( 0, playPositions.Length );
}
transformToPlayFrom = playPositions[idx];
lastPosIdx = idx;
}
playingIdx = ambientSounds[Random.Range(0, ambientSounds.Length)].PlaySoundAt( transformToPlayFrom.position );
if ( playingIdx != -1 ) {
AudioManager.FadeInSound( playingIdx, fadeTime );
nextPlayTime = Time.time + Random.Range( randomRetriggerDelaySecs.x, randomRetriggerDelaySecs.y );
}
}
/*
-----------------------
EnableEmitter()
-----------------------
*/
public void EnableEmitter( bool enable ) {
activated = enable;
if ( enable ) {
Play();
} else {
if ( playingIdx != -1 ) {
AudioManager.FadeOutSound( playingIdx, fadeTime );
}
}
}
}
} // namespace OVR

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fileFormatVersion: 2
guid: c11944691f6b9cf44a391c95cb3f7dea
timeCreated: 1455050294
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,429 @@
using UnityEngine;
using UnityEngine.Audio;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
using System;
using System.Reflection;
#endif
namespace OVR
{
public enum PreloadSounds {
Default, // default unity behavior
Preload, // audio clips are forced to preload
ManualPreload, // audio clips are forced to not preload, preloading must be done manually
}
public enum Fade
{
In,
Out
}
[System.Serializable]
public class SoundGroup {
public SoundGroup( string name ) {
this.name = name;
}
public SoundGroup() {
mixerGroup = null;
maxPlayingSounds = 0;
preloadAudio = PreloadSounds.Default;
volumeOverride = 1.0f;
}
public void IncrementPlayCount() {
playingSoundCount = Mathf.Clamp( ++playingSoundCount, 0, maxPlayingSounds );
}
public void DecrementPlayCount() {
playingSoundCount = Mathf.Clamp( --playingSoundCount, 0, maxPlayingSounds );
}
public bool CanPlaySound() {
return ( maxPlayingSounds == 0 ) || ( playingSoundCount < maxPlayingSounds );
}
public string name = string.Empty;
public SoundFX[] soundList = new SoundFX[0];
public AudioMixerGroup mixerGroup = null; // default = AudioManager.defaultMixerGroup
[Range(0,64)]
public int maxPlayingSounds = 0; // default = 0, unlimited
// TODO: this preload behavior is not yet implemented
public PreloadSounds preloadAudio = PreloadSounds.Default; // default = true, audio clip data will be preloaded
public float volumeOverride = 1.0f; // default = 1.0
[HideInInspector]
public int playingSoundCount = 0;
}
/*
-----------------------
AudioManager
-----------------------
*/
public partial class AudioManager : MonoBehaviour {
[Tooltip("Make the audio manager persistent across all scene loads")]
public bool makePersistent = true; // true = don't destroy on load
[Tooltip("Enable the OSP audio plugin features")]
public bool enableSpatializedAudio = true; // true = enable spatialized audio
[Tooltip("Always play spatialized sounds with no reflections (Default)")]
public bool enableSpatializedFastOverride = false; // true = disable spatialized reflections override
[Tooltip("The audio mixer asset used for snapshot blends, etc.")]
public AudioMixer audioMixer = null;
[Tooltip( "The audio mixer group used for the pooled emitters" )]
public AudioMixerGroup defaultMixerGroup = null;
[Tooltip( "The audio mixer group used for the reserved pool emitter" )]
public AudioMixerGroup reservedMixerGroup = null;
[Tooltip( "The audio mixer group used for voice chat" )]
public AudioMixerGroup voiceChatMixerGroup = null;
[Tooltip("Log all PlaySound calls to the Unity console")]
public bool verboseLogging = false; // true = log all PlaySounds
[Tooltip("Maximum sound emitters")]
public int maxSoundEmitters = 32; // total number of sound emitters created
[Tooltip("Default volume for all sounds modulated by individual sound FX volumes")]
public float volumeSoundFX = 1.0f; // user pref: volume of all sound FX
[Tooltip("Sound FX fade time")]
public float soundFxFadeSecs = 1.0f; // sound FX fade time
public float audioMinFallOffDistance = 1.0f; // minimum falloff distance
public float audioMaxFallOffDistance = 25.0f; // maximum falloff distance
public SoundGroup[] soundGroupings = new SoundGroup[0];
private Dictionary<string,SoundFX> soundFXCache = null;
static private AudioManager theAudioManager = null;
static private FastList<string> names = new FastList<string>();
static private string[] defaultSound = new string[1] { "Default Sound" };
static private SoundFX nullSound = new SoundFX();
static private bool hideWarnings = false;
static public bool enableSpatialization { get { return ( theAudioManager !=null ) ? theAudioManager.enableSpatializedAudio : false; } }
static public AudioManager Instance { get { return theAudioManager; } }
static public float NearFallOff { get { return theAudioManager.audioMinFallOffDistance; } }
static public float FarFallOff { get { return theAudioManager.audioMaxFallOffDistance; } }
static public AudioMixerGroup EmitterGroup { get { return theAudioManager.defaultMixerGroup; } }
static public AudioMixerGroup ReservedGroup { get { return theAudioManager.reservedMixerGroup; } }
static public AudioMixerGroup VoipGroup { get { return theAudioManager.voiceChatMixerGroup; } }
/*
-----------------------
Awake()
-----------------------
*/
void Awake() {
Init();
}
/*
-----------------------
OnDestroy()
-----------------------
*/
void OnDestroy() {
// we only want the initialized audio manager instance cleaning up the sound emitters
if ( theAudioManager == this ) {
if ( soundEmitterParent != null ) {
Destroy( soundEmitterParent );
}
}
///TODO - if you change scenes you'll want to call OnPreSceneLoad to detach the sound emitters
///from anything they might be parented to or they will get destroyed with that object
///there should only be one instance of the AudioManager across the life of the game/app
///GameManager.OnPreSceneLoad -= OnPreSceneLoad;
}
/*
-----------------------
Init()
-----------------------
*/
void Init() {
if ( theAudioManager != null ) {
if ( Application.isPlaying && ( theAudioManager != this ) ) {
enabled = false;
}
return;
}
theAudioManager = this;
///TODO - if you change scenes you'll want to call OnPreSceneLoad to detach the sound emitters
///from anything they might be parented to or they will get destroyed with that object
///there should only be one instance of the AudioManager across the life of the game/app
///GameManager.OnPreSceneLoad += OnPreSceneLoad;
// make sure the first one is a null sound
nullSound.name = "Default Sound";
// build the sound FX cache
RebuildSoundFXCache();
// create the sound emitters
if ( Application.isPlaying ) {
InitializeSoundSystem();
if ( makePersistent && ( transform.parent == null ) ) {
// don't destroy the audio manager on scene loads
DontDestroyOnLoad( gameObject );
}
}
#if UNITY_EDITOR
Debug.Log( "[AudioManager] Initialized..." );
#endif
}
/*
-----------------------
Update()
-----------------------
*/
void Update() {
// update the free and playing lists
UpdateFreeEmitters();
}
/*
-----------------------
RebuildSoundFXCache()
-----------------------
*/
void RebuildSoundFXCache() {
// build the SoundFX dictionary for quick name lookups
int count = 0;
for ( int group = 0; group < soundGroupings.Length; group++ ) {
count += soundGroupings[group].soundList.Length;
}
soundFXCache = new Dictionary<string,SoundFX>( count + 1 );
// add the null sound
soundFXCache.Add( nullSound.name, nullSound );
// add the rest
for ( int group = 0; group < soundGroupings.Length; group++ ) {
for ( int i = 0; i < soundGroupings[group].soundList.Length; i++ ) {
if ( soundFXCache.ContainsKey( soundGroupings[group].soundList[i].name ) ) {
Debug.LogError( "ERROR: Duplicate Sound FX name in the audio manager: '" + soundGroupings[group].name + "' > '" + soundGroupings[group].soundList[i].name + "'" );
} else {
soundGroupings[group].soundList[i].Group = soundGroupings[group];
soundFXCache.Add( soundGroupings[group].soundList[i].name, soundGroupings[group].soundList[i] );
}
}
soundGroupings[group].playingSoundCount = 0;
}
}
/*
-----------------------
FindSoundFX()
-----------------------
*/
static public SoundFX FindSoundFX( string name, bool rebuildCache = false ) {
#if UNITY_EDITOR
if ( theAudioManager == null ) {
Debug.LogError( "ERROR: audio manager not yet initialized or created!" + " Time: " + Time.time );
return null;
}
#endif
if ( string.IsNullOrEmpty( name ) ) {
return nullSound;
}
if ( rebuildCache ) {
theAudioManager.RebuildSoundFXCache();
}
if ( !theAudioManager.soundFXCache.ContainsKey( name ) ) {
#if DEBUG_BUILD || UNITY_EDITOR
Debug.LogError( "WARNING: Missing Sound FX in cache: " + name );
#endif
return nullSound;
}
return theAudioManager.soundFXCache[name];
}
/*
-----------------------
FindAudioManager()
-----------------------
*/
static private bool FindAudioManager() {
GameObject audioManagerObject = GameObject.Find( "AudioManager" );
if ( ( audioManagerObject == null ) || ( audioManagerObject.GetComponent<AudioManager>() == null ) ) {
if ( !hideWarnings ) {
Debug.LogError( "[ERROR] AudioManager object missing from hierarchy!" );
hideWarnings = true;
}
return false;
} else {
audioManagerObject.GetComponent<AudioManager>().Init();
}
return true;
}
/*
-----------------------
GetGameObject()
-----------------------
*/
static public GameObject GetGameObject() {
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return null;
}
}
return theAudioManager.gameObject;
}
/*
-----------------------
NameMinusGroup()
strip off the sound group from the inspector dropdown
-----------------------
*/
static public string NameMinusGroup( string name ) {
if ( name.IndexOf( "/" ) > -1 ) {
return name.Substring( name.IndexOf( "/" ) + 1 );
}
return name;
}
/*
-----------------------
GetSoundFXNames()
used by the inspector
-----------------------
*/
static public string[] GetSoundFXNames( string currentValue, out int currentIdx ) {
currentIdx = 0;
names.Clear();
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return defaultSound;
}
}
names.Add( nullSound.name );
for ( int group = 0; group < theAudioManager.soundGroupings.Length; group++ ) {
for ( int i = 0; i < theAudioManager.soundGroupings[group].soundList.Length; i++ ) {
if ( string.Compare( currentValue, theAudioManager.soundGroupings[group].soundList[i].name, true ) == 0 ) {
currentIdx = names.Count;
}
names.Add( theAudioManager.soundGroupings[group].name + "/" + theAudioManager.soundGroupings[group].soundList[i].name );
}
}
//names.Sort( delegate( string s1, string s2 ) { return s1.CompareTo( s2 ); } );
return names.ToArray();
}
#if UNITY_EDITOR
/*
-----------------------
OnPrefabReimported()
-----------------------
*/
static public void OnPrefabReimported() {
if ( theAudioManager != null ) {
Debug.Log( "[AudioManager] Reimporting the sound FX cache." );
theAudioManager.RebuildSoundFXCache();
}
}
/*
-----------------------
PlaySound()
used in the editor
-----------------------
*/
static public void PlaySound( string soundFxName ) {
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return;
}
}
SoundFX soundFX = FindSoundFX( soundFxName, true );
if ( soundFX == null ) {
return;
}
AudioClip clip = soundFX.GetClip();
if ( clip != null ) {
Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
MethodInfo method = audioUtilClass.GetMethod(
"PlayClip",
BindingFlags.Static | BindingFlags.Public,
null,
new System.Type[] { typeof(AudioClip) },
null );
method.Invoke( null, new object[] { clip } );
}
}
/*
-----------------------
IsSoundPlaying()
used in the editor
-----------------------
*/
static public bool IsSoundPlaying( string soundFxName ) {
if ( theAudioManager == null ) {
if ( !FindAudioManager() ) {
return false;
}
}
SoundFX soundFX = FindSoundFX( soundFxName, true );
if ( soundFX == null ) {
return false;
}
AudioClip clip = soundFX.GetClip();
if ( clip != null ) {
Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
MethodInfo method = audioUtilClass.GetMethod(
"IsClipPlaying",
BindingFlags.Static | BindingFlags.Public,
null,
new System.Type[] { typeof(AudioClip) },
null );
return Convert.ToBoolean( method.Invoke( null, new object[] { clip } ) );
}
return false;
}
/*
-----------------------
StopSound()
used in the editor
-----------------------
*/
static public void StopSound(string soundFxName)
{
if (theAudioManager == null)
{
if (!FindAudioManager())
{
return;
}
}
SoundFX soundFX = FindSoundFX(soundFxName, true);
if (soundFX == null)
{
return;
}
AudioClip clip = soundFX.GetClip();
if (clip != null)
{
Assembly unityEditorAssembly = typeof(AudioImporter).Assembly;
Type audioUtilClass = unityEditorAssembly.GetType("UnityEditor.AudioUtil");
MethodInfo method = audioUtilClass.GetMethod(
"StopClip",
BindingFlags.Static | BindingFlags.Public,
null,
new System.Type[] { typeof(AudioClip) },
null);
method.Invoke(null, new object[] { clip });
}
}
#endif
}
} // namespace OVR

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6d1d30b41806244fca035fdae2896fb7
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

View File

@ -0,0 +1,798 @@
using UnityEngine;
using UnityEngine.Audio;
namespace OVR
{
//-------------------------------------------------------------------------
// Types
//-------------------------------------------------------------------------
public enum EmitterChannel {
None = -1,
Reserved = 0, // plays on the single reserved emitter
Any // queues to the next available emitter
}
[System.Serializable]
public class MixerSnapshot {
public AudioMixerSnapshot snapshot = null;
public float transitionTime = 0.25f;
}
/*
-----------------------
GameManager Sound Routines
-----------------------
*/
public partial class AudioManager : MonoBehaviour {
public enum Fade {
In,
Out
}
private float audioMaxFallOffDistanceSqr = 25.0f * 25.0f; // past this distance, sounds are ignored for the local player
private SoundEmitter[] soundEmitters = null; // pool of sound emitters to play sounds through
private FastList<SoundEmitter> playingEmitters = new FastList<SoundEmitter>();
private FastList<SoundEmitter> nextFreeEmitters = new FastList<SoundEmitter>();
private MixerSnapshot currentSnapshot = null;
static private GameObject soundEmitterParent = null; // parent object for the sound emitters
static private Transform staticListenerPosition = null; // play position for regular 2D sounds
static private bool showPlayingEmitterCount = false;
static private bool forceShowEmitterCount = false;
static private bool soundEnabled = true;
static public bool SoundEnabled { get { return soundEnabled; } }
static readonly AnimationCurve defaultReverbZoneMix = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
// Calculate the maximum number of emitters that can be running at one time.
static private int CalculateMaxEmittersSize() {
return theAudioManager.maxSoundEmitters + (int)EmitterChannel.Any;
}
// Verify if this index is valid
static private bool ValidateEmitterIndex(int index) {
return index > -1 && index < CalculateMaxEmittersSize();
}
/*
-----------------------
InitializeSoundSystem()
initialize persistent sound emitter objects that live across scene loads
-----------------------
*/
void InitializeSoundSystem() {
int bufferLength = 960;
int numBuffers = 4;
AudioSettings.GetDSPBufferSize( out bufferLength, out numBuffers );
if ( Application.isPlaying ) {
Debug.Log( "[AudioManager] Audio Sample Rate: " + AudioSettings.outputSampleRate );
Debug.Log( "[AudioManager] Audio Buffer Length: " + bufferLength + " Size: " + numBuffers );
}
// find the audio listener for playing regular 2D sounds
AudioListener audioListenerObject = GameObject.FindObjectOfType<AudioListener>() as AudioListener;
if ( audioListenerObject == null ) {
Debug.LogError( "[AudioManager] Missing AudioListener object! Add one to the scene." );
} else {
staticListenerPosition = audioListenerObject.transform;
}
// we allocate maxSoundEmitters + reserved channels
soundEmitters = new SoundEmitter[CalculateMaxEmittersSize()];
// see if the sound emitters have already been created, if so, nuke it, it shouldn't exist in the scene upon load
soundEmitterParent = GameObject.Find( "__SoundEmitters__" );
if ( soundEmitterParent != null ) {
// delete any sound emitters hanging around
Destroy( soundEmitterParent );
}
// create them all
soundEmitterParent = new GameObject( "__SoundEmitters__" );
for ( int i = 0; i < CalculateMaxEmittersSize(); i++ ) {
GameObject emitterObject = new GameObject( "SoundEmitter_" + i );
emitterObject.transform.parent = soundEmitterParent.transform;
emitterObject.transform.position = Vector3.zero;
// don't ever save this to the scene
emitterObject.hideFlags = HideFlags.DontSaveInEditor;
// add the sound emitter components
soundEmitters[i] = emitterObject.AddComponent<SoundEmitter>();
soundEmitters[i].SetDefaultParent( soundEmitterParent.transform );
soundEmitters[i].SetChannel( i );
soundEmitters[i].Stop();
// save off the original index
soundEmitters[i].originalIdx = i;
}
// reset the free emitter lists
ResetFreeEmitters();
soundEmitterParent.hideFlags = HideFlags.DontSaveInEditor;
audioMaxFallOffDistanceSqr = audioMaxFallOffDistance * audioMaxFallOffDistance;
}
/*
-----------------------
UpdateFreeEmitters()
-----------------------
*/
void UpdateFreeEmitters() {
if ( verboseLogging ) {
if ( Input.GetKeyDown( KeyCode.A ) ) {
forceShowEmitterCount = !forceShowEmitterCount;
}
if ( forceShowEmitterCount ) {
showPlayingEmitterCount = true;
}
}
// display playing emitter count when the sound system is overwhelmed
int total = 0, veryLow = 0, low = 0, def = 0, high = 0, veryHigh = 0;
// find emitters that are done playing and add them to the nextFreeEmitters list
for ( int i = 0; i < playingEmitters.size; ) {
if ( playingEmitters[i] == null ) {
Debug.LogError( "[AudioManager] ERROR: playingEmitters list had a null emitter! Something nuked a sound emitter!!!" );
playingEmitters.RemoveAtFast( i );
return;
}
if ( !playingEmitters[i].IsPlaying() ) {
// add to the free list and remove from the playing list
if ( verboseLogging ) {
if ( nextFreeEmitters.Contains( playingEmitters[i] ) ) {
Debug.LogError( "[AudioManager] ERROR: playing sound emitter already in the free emitters list!" );
}
}
playingEmitters[i].Stop();
nextFreeEmitters.Add( playingEmitters[i] );
playingEmitters.RemoveAtFast( i );
continue;
}
// debugging/profiling
if ( verboseLogging && showPlayingEmitterCount ) {
total++;
switch ( playingEmitters[i].priority ) {
case SoundPriority.VeryLow: veryLow++; break;
case SoundPriority.Low: low++; break;
case SoundPriority.Default: def++; break;
case SoundPriority.High: high++; break;
case SoundPriority.VeryHigh: veryHigh++; break;
}
}
i++;
}
if ( verboseLogging && showPlayingEmitterCount ) {
Debug.LogWarning( string.Format( "[AudioManager] Playing sounds: Total {0} | VeryLow {1} | Low {2} | Default {3} | High {4} | VeryHigh {5} | Free {6}", Fmt( total ), Fmt( veryLow ), Fmt( low ), Fmt( def ), Fmt( high ), Fmt( veryHigh ), FmtFree( nextFreeEmitters.Count ) ) );
showPlayingEmitterCount = false;
}
}
/*
-----------------------
Fmt()
-----------------------
*/
string Fmt( int count ) {
float t = count / (float)theAudioManager.maxSoundEmitters;
if ( t < 0.5f ) {
return "<color=green>" + count.ToString() + "</color>";
} else if ( t < 0.7 ) {
return "<color=yellow>" + count.ToString() + "</color>";
} else {
return "<color=red>" + count.ToString() + "</color>";
}
}
/*
-----------------------
FmtFree()
-----------------------
*/
string FmtFree( int count ) {
float t = count / (float)theAudioManager.maxSoundEmitters;
if ( t < 0.2f ) {
return "<color=red>" + count.ToString() + "</color>";
} else if ( t < 0.3 ) {
return "<color=yellow>" + count.ToString() + "</color>";
} else {
return "<color=green>" + count.ToString() + "</color>";
}
}
/*
-----------------------
OnPreSceneLoad()
-----------------------
*/
void OnPreSceneLoad() {
// move any attached sounds back to the sound emitters parent before changing levels so they don't get destroyed
Debug.Log( "[AudioManager] OnPreSceneLoad cleanup" );
for ( int i = 0; i < soundEmitters.Length; i++ ) {
soundEmitters[i].Stop();
soundEmitters[i].ResetParent( soundEmitterParent.transform );
}
// reset our emitter lists
ResetFreeEmitters();
}
/*
-----------------------
ResetFreeEmitters()
-----------------------
*/
void ResetFreeEmitters() {
nextFreeEmitters.Clear();
playingEmitters.Clear();
for ( int i = (int)EmitterChannel.Any; i < soundEmitters.Length; i++ ) {
nextFreeEmitters.Add( soundEmitters[i] );
}
}
/*
-----------------------
FadeOutSoundChannel()
utility function to fade out a playing sound channel
-----------------------
*/
static public void FadeOutSoundChannel( int channel, float delaySecs, float fadeTime ) {
theAudioManager.soundEmitters[channel].FadeOutDelayed( delaySecs, fadeTime );
}
/*
-----------------------
StopSound()
-----------------------
*/
static public bool StopSound( int idx, bool fadeOut = true, bool stopReserved = false ) {
if ( !stopReserved && ( idx == (int)EmitterChannel.Reserved ) ) {
return false;
}
if ( !fadeOut ) {
theAudioManager.soundEmitters[idx].Stop();
}
else {
theAudioManager.soundEmitters[idx].FadeOut( theAudioManager.soundFxFadeSecs );
}
return true;
}
/*
-----------------------
FadeInSound()
-----------------------
*/
public static void FadeInSound( int idx, float fadeTime, float volume ) {
theAudioManager.soundEmitters[idx].FadeIn( fadeTime, volume );
}
/*
-----------------------
FadeInSound()
-----------------------
*/
public static void FadeInSound( int idx, float fadeTime ) {
theAudioManager.soundEmitters[idx].FadeIn( fadeTime );
}
/*
-----------------------
FadeOutSound()
-----------------------
*/
public static void FadeOutSound( int idx, float fadeTime ) {
theAudioManager.soundEmitters[idx].FadeOut( fadeTime );
}
/*
-----------------------
StopAllSounds()
-----------------------
*/
public static void StopAllSounds( bool fadeOut, bool stopReserved = false ) {
for ( int i = 0; i < theAudioManager.soundEmitters.Length; i++ ) {
StopSound( i, fadeOut, stopReserved );
}
}
/*
-----------------------
MuteAllSounds()
-----------------------
*/
public void MuteAllSounds( bool mute, bool muteReserved = false ) {
for ( int i = 0; i < soundEmitters.Length; i++ ) {
if ( !muteReserved && ( i == (int)EmitterChannel.Reserved ) ) {
continue;
}
soundEmitters[i].audioSource.mute = true;
}
}
/*
-----------------------
UnMuteAllSounds()
-----------------------
*/
public void UnMuteAllSounds( bool unmute, bool unmuteReserved = false ) {
for ( int i = 0; i < soundEmitters.Length; i++ ) {
if ( !unmuteReserved && ( i == (int)EmitterChannel.Reserved ) ) {
continue;
}
if ( soundEmitters[i].audioSource.isPlaying ) {
soundEmitters[i].audioSource.mute = false;
}
}
}
/*
-----------------------
GetEmitterEndTime()
-----------------------
*/
static public float GetEmitterEndTime( int idx ) {
return theAudioManager.soundEmitters[idx].endPlayTime;
}
/*
-----------------------
SetEmitterTime()
-----------------------
*/
static public float SetEmitterTime( int idx, float time ) {
return theAudioManager.soundEmitters[idx].time = time;
}
/*
-----------------------
PlaySound()
-----------------------
*/
static public int PlaySound( AudioClip clip, float volume, EmitterChannel src = EmitterChannel.Any, float delay = 0.0f, float pitchVariance = 1.0f, bool loop = false ) {
if ( !SoundEnabled ) {
return -1;
}
return PlaySoundAt( ( staticListenerPosition != null ) ? staticListenerPosition.position : Vector3.zero, clip, volume, src, delay, pitchVariance, loop );
}
/*
-----------------------
FindFreeEmitter()
-----------------------
*/
static private int FindFreeEmitter( EmitterChannel src, SoundPriority priority ) {
// default to the reserved emitter
SoundEmitter next = theAudioManager.soundEmitters[0];
if ( src == EmitterChannel.Any ) {
// pull from the free emitter list if possible
if ( theAudioManager.nextFreeEmitters.size > 0 ) {
// return the first in the list
next = theAudioManager.nextFreeEmitters[0];
// remove it from the free list
theAudioManager.nextFreeEmitters.RemoveAtFast( 0 );
} else {
// no free emitters available so pull from the lowest priority sound
if ( priority == SoundPriority.VeryLow ) {
// skip low priority sounds
return -1;
} else {
// find a playing emitter that has a lower priority than what we're requesting
// TODO - we could first search for Very Low, then Low, etc ... TBD if it's worth the effort
next = theAudioManager.playingEmitters.Find( item => item != null && item.priority < priority );
if ( next == null ) {
// last chance to find a free emitter
if ( priority < SoundPriority.Default ) {
// skip sounds less than the default priority
if ( theAudioManager.verboseLogging ) {
Debug.LogWarning( "[AudioManager] skipping sound " + priority );
}
return -1;
} else {
// grab a default priority emitter so that we don't cannabalize a high priority sound
next = theAudioManager.playingEmitters.Find( item => item != null && item.priority <= SoundPriority.Default ); ;
}
}
if ( next != null ) {
if ( theAudioManager.verboseLogging ) {
Debug.LogWarning( "[AudioManager] cannabalizing " + next.originalIdx + " Time: " + Time.time );
}
// remove it from the playing list
next.Stop();
theAudioManager.playingEmitters.RemoveFast( next );
}
}
}
}
if ( next == null ) {
Debug.LogError( "[AudioManager] ERROR - absolutely couldn't find a free emitter! Priority = " + priority + " TOO MANY PlaySound* calls!" );
showPlayingEmitterCount = true;
return -1;
}
return next.originalIdx;
}
/*
-----------------------
PlaySound()
-----------------------
*/
static public int PlaySound( SoundFX soundFX, EmitterChannel src = EmitterChannel.Any, float delay = 0.0f ) {
if ( !SoundEnabled ) {
return -1;
}
return PlaySoundAt( ( staticListenerPosition != null ) ? staticListenerPosition.position : Vector3.zero, soundFX, src, delay );
}
/*
-----------------------
PlaySoundAt()
-----------------------
*/
static public int PlaySoundAt( Vector3 position, SoundFX soundFX, EmitterChannel src = EmitterChannel.Any, float delay = 0.0f, float volumeOverride = 1.0f, float pitchMultiplier = 1.0f ) {
if ( !SoundEnabled ) {
return -1;
}
AudioClip clip = soundFX.GetClip();
if ( clip == null ) {
return -1;
}
// check the distance from the local player and ignore sounds out of range
if ( staticListenerPosition != null ) {
float distFromListener = ( staticListenerPosition.position - position ).sqrMagnitude;
if ( distFromListener > theAudioManager.audioMaxFallOffDistanceSqr ) {
return -1;
}
if ( distFromListener > soundFX.MaxFalloffDistSquared ) {
return -1;
}
}
// check max playing sounds
if ( soundFX.ReachedGroupPlayLimit() ) {
if ( theAudioManager.verboseLogging ) {
Debug.Log( "[AudioManager] PlaySoundAt() with " + soundFX.name + " skipped due to group play limit" );
}
return -1;
}
int idx = FindFreeEmitter( src, soundFX.priority );
if ( idx == -1 ) {
// no free emitters - should only happen on very low priority sounds
return -1;
}
SoundEmitter emitter = theAudioManager.soundEmitters[idx];
// make sure to detach the emitter from a previous parent
emitter.ResetParent( soundEmitterParent.transform );
emitter.gameObject.SetActive( true );
// set up the sound emitter
AudioSource audioSource = emitter.audioSource;
ONSPAudioSource osp = emitter.osp;
audioSource.enabled = true;
audioSource.volume = Mathf.Clamp01( Mathf.Clamp01( theAudioManager.volumeSoundFX * soundFX.volume ) * volumeOverride * soundFX.GroupVolumeOverride );
audioSource.pitch = soundFX.GetPitch() * pitchMultiplier;
audioSource.time = 0.0f;
audioSource.spatialBlend = 1.0f;
audioSource.rolloffMode = soundFX.falloffCurve;
if ( soundFX.falloffCurve == AudioRolloffMode.Custom ) {
audioSource.SetCustomCurve( AudioSourceCurveType.CustomRolloff, soundFX.volumeFalloffCurve );
}
audioSource.SetCustomCurve( AudioSourceCurveType.ReverbZoneMix, soundFX.reverbZoneMix );
audioSource.dopplerLevel = 0;
audioSource.clip = clip;
audioSource.spread = soundFX.spread;
audioSource.loop = soundFX.looping;
audioSource.mute = false;
audioSource.minDistance = soundFX.falloffDistance.x;
audioSource.maxDistance = soundFX.falloffDistance.y;
audioSource.outputAudioMixerGroup = soundFX.GetMixerGroup( AudioManager.EmitterGroup );
// set the play time so we can check when sounds are done
emitter.endPlayTime = Time.time + clip.length + delay;
// cache the default volume for fading
emitter.defaultVolume = audioSource.volume;
// sound priority
emitter.priority = soundFX.priority;
// reset this
emitter.onFinished = null;
// update the sound group limits
emitter.SetPlayingSoundGroup( soundFX.Group );
// add to the playing list
if ( src == EmitterChannel.Any ) {
theAudioManager.playingEmitters.AddUnique( emitter );
}
// OSP properties
if ( osp != null ) {
osp.EnableSpatialization = soundFX.ospProps.enableSpatialization;
osp.EnableRfl = theAudioManager.enableSpatializedFastOverride || soundFX.ospProps.useFastOverride ? true : false;
osp.Gain = soundFX.ospProps.gain;
osp.UseInvSqr = soundFX.ospProps.enableInvSquare;
osp.Near = soundFX.ospProps.invSquareFalloff.x;
osp.Far = soundFX.ospProps.invSquareFalloff.y;
audioSource.spatialBlend = (soundFX.ospProps.enableSpatialization) ? 1.0f : 0.8f;
// make sure to set the properties in the audio source before playing
osp.SetParameters(ref audioSource);
}
audioSource.transform.position = position;
if ( theAudioManager.verboseLogging ) {
Debug.Log( "[AudioManager] PlaySoundAt() channel = " + idx + " soundFX = " + soundFX.name + " volume = " + emitter.volume + " Delay = " + delay + " time = " + Time.time + "\n" );
}
// play the sound
if ( delay > 0f ) {
audioSource.PlayDelayed( delay );
} else {
audioSource.Play();
}
return idx;
}
/*
-----------------------
PlayRandomSoundAt()
-----------------------
*/
static public int PlayRandomSoundAt( Vector3 position, AudioClip[] clips, float volume, EmitterChannel src = EmitterChannel.Any, float delay = 0.0f, float pitch = 1.0f, bool loop = false ) {
if ( ( clips == null ) || ( clips.Length == 0 ) ) {
return -1;
}
int idx = Random.Range( 0, clips.Length );
return PlaySoundAt( position, clips[idx], volume, src, delay, pitch, loop );
}
/*
-----------------------
PlaySoundAt()
-----------------------
*/
static public int PlaySoundAt( Vector3 position, AudioClip clip, float volume = 1.0f, EmitterChannel src = EmitterChannel.Any, float delay = 0.0f, float pitch = 1.0f, bool loop = false ) {
if ( !SoundEnabled ) {
return -1;
}
if ( clip == null ) {
return -1;
}
// check the distance from the local player and ignore sounds out of range
if ( staticListenerPosition != null ) {
if ( ( staticListenerPosition.position - position ).sqrMagnitude > theAudioManager.audioMaxFallOffDistanceSqr ) {
// no chance of being heard
return -1;
}
}
int idx = FindFreeEmitter( src, 0 );
if ( idx == -1 ) {
// no free emitters - should only happen on very low priority sounds
return -1;
}
SoundEmitter emitter = theAudioManager.soundEmitters[idx];
// make sure to detach the emitter from a previous parent
emitter.ResetParent( soundEmitterParent.transform );
emitter.gameObject.SetActive( true );
// set up the sound emitter
AudioSource audioSource = emitter.audioSource;
ONSPAudioSource osp = emitter.osp;
audioSource.enabled = true;
audioSource.volume = Mathf.Clamp01( theAudioManager.volumeSoundFX * volume );
audioSource.pitch = pitch;
audioSource.spatialBlend = 0.8f;
audioSource.rolloffMode = AudioRolloffMode.Linear;
audioSource.SetCustomCurve( AudioSourceCurveType.ReverbZoneMix, defaultReverbZoneMix );
audioSource.dopplerLevel = 0.0f;
audioSource.clip = clip;
audioSource.spread = 0.0f;
audioSource.loop = loop;
audioSource.mute = false;
audioSource.minDistance = theAudioManager.audioMinFallOffDistance;
audioSource.maxDistance = theAudioManager.audioMaxFallOffDistance;
audioSource.outputAudioMixerGroup = AudioManager.EmitterGroup;
// set the play time so we can check when sounds are done
emitter.endPlayTime = Time.time + clip.length + delay;
// cache the default volume for fading
emitter.defaultVolume = audioSource.volume;
// default priority
emitter.priority = 0;
// reset this
emitter.onFinished = null;
// update the sound group limits
emitter.SetPlayingSoundGroup( null );
// add to the playing list
if ( src == EmitterChannel.Any ) {
theAudioManager.playingEmitters.AddUnique( emitter );
}
// disable spatialization (by default for regular AudioClips)
if ( osp != null ) {
osp.EnableSpatialization = false;
}
audioSource.transform.position = position;
if ( theAudioManager.verboseLogging ) {
Debug.Log( "[AudioManager] PlaySoundAt() channel = " + idx + " clip = " + clip.name + " volume = " + emitter.volume + " Delay = " + delay + " time = " + Time.time + "\n" );
}
// play the sound
if ( delay > 0f ) {
audioSource.PlayDelayed( delay );
} else {
audioSource.Play();
}
return idx;
}
/*
-----------------------
SetOnFinished()
-----------------------
*/
public static void SetOnFinished( int emitterIdx, System.Action onFinished ) {
if ( ValidateEmitterIndex(emitterIdx) ) {
theAudioManager.soundEmitters[emitterIdx].SetOnFinished( onFinished );
}
}
/*
-----------------------
SetOnFinished()
-----------------------
*/
public static void SetOnFinished( int emitterIdx, System.Action<object> onFinished, object obj ) {
if ( ValidateEmitterIndex(emitterIdx) ) {
theAudioManager.soundEmitters[emitterIdx].SetOnFinished( onFinished, obj );
}
}
/*
-----------------------
AttachSoundToParent()
-----------------------
*/
public static void AttachSoundToParent( int idx, Transform parent ) {
if ( theAudioManager.verboseLogging ) {
string parentName = parent.name;
if ( parent.parent != null ) {
parentName = parent.parent.name + "/" + parentName;
}
Debug.Log( "[AudioManager] ATTACHING INDEX " + idx + " to " + parentName );
}
theAudioManager.soundEmitters[idx].ParentTo( parent );
}
/*
-----------------------
DetachSoundFromParent()
-----------------------
*/
public static void DetachSoundFromParent( int idx ) {
if ( theAudioManager.verboseLogging ) {
Debug.Log( "[AudioManager] DETACHING INDEX " + idx );
}
theAudioManager.soundEmitters[idx].DetachFromParent();
}
/*
-----------------------
DetachSoundsFromParent()
-----------------------
*/
public static void DetachSoundsFromParent( SoundEmitter[] emitters, bool stopSounds = true ) {
if ( emitters == null ) {
return;
}
foreach ( SoundEmitter emitter in emitters ) {
if ( emitter.defaultParent != null ) {
if ( stopSounds ) {
emitter.Stop();
}
emitter.DetachFromParent();
// make sure it's active
emitter.gameObject.SetActive( true );
} else {
if ( stopSounds ) {
emitter.Stop();
}
}
}
}
/*
-----------------------
SetEmitterMixerGroup()
-----------------------
*/
public static void SetEmitterMixerGroup( int idx, AudioMixerGroup mixerGroup ) {
if ( ( theAudioManager != null ) && ( idx > -1 ) ) {
theAudioManager.soundEmitters[idx].SetAudioMixer( mixerGroup );
}
}
/*
-----------------------
GetActiveSnapshot()
-----------------------
*/
public static MixerSnapshot GetActiveSnapshot() {
return ( theAudioManager != null ) ? theAudioManager.currentSnapshot : null;
}
/*
-----------------------
SetCurrentSnapshot()
-----------------------
*/
public static void SetCurrentSnapshot( MixerSnapshot mixerSnapshot ) {
#if UNITY_EDITOR
if ( mixerSnapshot == null || mixerSnapshot.snapshot == null ) {
Debug.LogError( "[AudioManager] ERROR setting empty mixer snapshot!" );
} else {
Debug.Log( "[AudioManager] Setting audio mixer snapshot: " + ( ( mixerSnapshot != null && mixerSnapshot.snapshot != null ) ? mixerSnapshot.snapshot.name : "None" ) + " Time: " + Time.time );
}
#endif
if ( theAudioManager != null ) {
if ( ( mixerSnapshot != null ) && ( mixerSnapshot.snapshot != null ) ) {
mixerSnapshot.snapshot.TransitionTo( mixerSnapshot.transitionTime );
} else {
mixerSnapshot = null;
}
theAudioManager.currentSnapshot = mixerSnapshot;
}
}
/*
-----------------------
BlendWithCurrentSnapshot()
-----------------------
*/
public static void BlendWithCurrentSnapshot( MixerSnapshot blendSnapshot, float weight, float blendTime = 0.0f ) {
if ( theAudioManager != null ) {
if ( theAudioManager.audioMixer == null ) {
Debug.LogWarning( "[AudioManager] can't call BlendWithCurrentSnapshot if the audio mixer is not set!" );
return;
}
if ( blendTime == 0.0f ) {
blendTime = Time.deltaTime;
}
if ( ( theAudioManager.currentSnapshot != null ) && (theAudioManager.currentSnapshot.snapshot != null ) ) {
if ( ( blendSnapshot != null ) && ( blendSnapshot.snapshot != null ) ) {
weight = Mathf.Clamp01( weight );
if ( weight == 0.0f ) {
// revert to the default snapshot
theAudioManager.currentSnapshot.snapshot.TransitionTo( blendTime );
} else {
AudioMixerSnapshot[] snapshots = new AudioMixerSnapshot[] { theAudioManager.currentSnapshot.snapshot, blendSnapshot.snapshot };
float[] weights = new float[] { 1.0f - weight, weight };
theAudioManager.audioMixer.TransitionToSnapshots( snapshots, weights, blendTime );
}
}
}
}
}
}
} // namespace OVR

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 41cb0f893e9a44e83b09a66c55bd7856
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -0,0 +1,5 @@
fileFormatVersion: 2
guid: 02213405caaf04aeea7876974c06fa5a
folderAsset: yes
DefaultImporter:
userData:

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@ -0,0 +1,46 @@
using UnityEngine;
using UnityEditor;
namespace OVR
{
/*
-----------------------
AudioImportPostProcessor()
-----------------------
*/
public class AudioImportPostProcessor : AssetPostprocessor {
static void OnPostprocessAllAssets( string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths ) {
AudioManager audioManager = AudioManager.Instance;
if ( audioManager != null ) {
// find the asset path to the loaded audio manager prefab
#if UNITY_2018_2_OR_NEWER
Object prefabObject = PrefabUtility.GetCorrespondingObjectFromSource(audioManager);
#else
Object prefabObject = PrefabUtility.GetPrefabParent( audioManager );
#endif
if ( prefabObject != null ) {
string path = AssetDatabase.GetAssetPath( prefabObject );
// check to see if the AudioManager prefab has been reimported.
// if so, rebuild everything
foreach ( string asset in importedAssets ) {
if ( asset.ToLower() == path.ToLower() ) {
// in the event the audio manager is selected, deselect it first before reloading
Debug.Log( "[AudioManager] AudioManager prefab reloaded: " + path );
Selection.objects = new Object[0] { };
// unfortunately even saving the audio manager prefab will trigger this action
//string msg = "The Audio Manager was reloaded. If you are going to be making modifications to the Audio Manager, ";
//msg += "please verify you have the latest version before proceeding. If in doubt, restart Unity before making modifications.";
//EditorUtility.DisplayDialog( "Audio Manager Prefab Reloaded", msg, "OK" );
// do the actual reload
AudioManager.OnPrefabReimported();
break;
}
}
}
}
}
}
} // namespace OVR

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 48902580b26e3554d992bad48087eee5
timeCreated: 1471010515
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,631 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace OVR
{
/*
-----------------------
AudioManagerInspector
-----------------------
*/
[CustomEditor(typeof(AudioManager))]
public class AudioManagerInspector : Editor {
private AudioManager audioManager = null;
private string dragDropIdentifier = "MoveSoundFX";
private GUIStyle customDividerStyle = null;
/*
-----------------------
OnInspectorGUI()
-----------------------
*/
public override void OnInspectorGUI() {
audioManager = target as AudioManager;
Event e = Event.current;
// draw the default properties
DrawDefaultProperties();
// draw the categories section
DrawCategories( e );
serializedObject.Update();
// draw the sound effects for the selected category
DrawSoundEffects( e );
serializedObject.ApplyModifiedProperties();
CreateStyles();
}
/*
-----------------------
MarkDirty()
-----------------------
*/
void MarkDirty() {
serializedObject.SetIsDifferentCacheDirty();
EditorUtility.SetDirty( audioManager );
}
static private int selectedGroup = 0;
private int nextGroup = -1;
private int editGroup = -1;
private FastList<SoundGroup> soundGroups = new FastList<SoundGroup>();
private FastList<ItemRect> groups = new FastList<ItemRect>();
private Rect dropArea = new Rect();
private bool addSound = false;
private int deleteSoundIdx = -1;
private int dupeSoundIdx = -1;
private bool sortSounds = false;
private bool moveQueued = false;
private int origGroup = -1;
private int origIndex = -1;
private int moveToGroup = -1;
/*
-----------------------
DrawDefaultProperties()
-----------------------
*/
void DrawDefaultProperties() {
BeginContents();
if ( DrawHeader( "Default Properties", true ) ) {
EditorGUILayout.BeginVertical( GUI.skin.box );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "makePersistent" ), new GUIContent( "Don't Destroy on Load" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "enableSpatializedAudio" ), new GUIContent( "Enable Spatialized Audio" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "enableSpatializedFastOverride" ), new GUIContent( "Force Disable Reflections" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "audioMixer" ), new GUIContent( "Master Audio Mixer" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "defaultMixerGroup" ), new GUIContent( "Pooled Emitter Mixer Group" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "reservedMixerGroup" ), new GUIContent( "Reserved Emitter Mixer Group" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "voiceChatMixerGroup" ), new GUIContent( "Voice Chat Mixer Group" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "verboseLogging" ), new GUIContent( "Verbose Logging" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "maxSoundEmitters" ), new GUIContent( "Max Sound Emitters" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "volumeSoundFX" ), new GUIContent( "Default Volume" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "soundFxFadeSecs" ), new GUIContent( "Sound FX Fade Secs" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "audioMinFallOffDistance" ), new GUIContent( "Minimum Falloff Distance" ) );
EditorGUILayout.PropertyField( serializedObject.FindProperty( "audioMaxFallOffDistance" ), new GUIContent( "Maximum Falloff Distance" ) );
EditorGUILayout.EndVertical();
serializedObject.ApplyModifiedProperties();
}
EndContents();
}
/*
-----------------------
DrawSoundGroupProperties()
-----------------------
*/
void DrawSoundGroupProperties() {
if ( selectedGroup == -1 ) {
return;
}
SerializedProperty soundGroupsArray = serializedObject.FindProperty( "soundGroupings" );
if ( selectedGroup >= soundGroupsArray.arraySize ) {
return;
}
SerializedProperty soundGroup = soundGroupsArray.GetArrayElementAtIndex( selectedGroup );
string soundGroupName = soundGroup.FindPropertyRelative( "name" ).stringValue;
if ( DrawHeader( string.Format( "{0} Properties", soundGroupName ), true ) ) {
EditorGUILayout.BeginVertical( GUI.skin.box );
EditorGUILayout.PropertyField( soundGroup.FindPropertyRelative( "mixerGroup" ), new GUIContent( "Override Mixer Group", "Leave empty to use the Audio Manager's default mixer group" ) );
if ( !Application.isPlaying ) {
EditorGUILayout.PropertyField( soundGroup.FindPropertyRelative( "maxPlayingSounds" ), new GUIContent( "Max Playing Sounds Limit", "Max playing sounds for this sound group, 0 = no limit" ) );
} else {
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField( soundGroup.FindPropertyRelative( "maxPlayingSounds" ), new GUIContent( "Max Playing Sounds Limit", "Max playing sounds for this sound group, 0 = no limit" ) );
// cast to the actual object
int playingSounds = soundGroup.FindPropertyRelative( "playingSoundCount" ).intValue;
EditorGUILayout.LabelField( string.Format( "Playing: {0}", playingSounds ), GUILayout.Width( 80.0f ) );
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.PropertyField( soundGroup.FindPropertyRelative( "preloadAudio" ), new GUIContent( "Preload Audio Clips", "Default = No special preloading, Preload = Audio clips are set to 'Preload', Manual Preload = Audio clips are set to not 'Preload'" ) );
EditorGUILayout.PropertyField( soundGroup.FindPropertyRelative( "volumeOverride" ), new GUIContent( "Volume Override", "All sounds played in this group will have volume scaled by this amount" ) );
if ( soundGroup.FindPropertyRelative( "volumeOverride" ).floatValue == 0.0f ) {
EditorGUILayout.HelpBox( "With a volumeOverride of 0.0, these sounds will not play!", MessageType.Warning );
}
EditorGUILayout.EndVertical();
serializedObject.ApplyModifiedProperties();
}
}
/*
-----------------------
DrawCategories()
-----------------------
*/
void DrawCategories( Event e ) {
// do any housework before we start drawing
if ( moveQueued ) {
// make a temp copy
List<SoundFX> origSoundList = new List<SoundFX>( audioManager.soundGroupings[origGroup].soundList );
SoundFX temp = origSoundList[origIndex];
List<SoundFX> moveToSoundList = new List<SoundFX>( audioManager.soundGroupings[moveToGroup].soundList );
// add it to the move to group
moveToSoundList.Add( temp );
audioManager.soundGroupings[moveToGroup].soundList = moveToSoundList.ToArray();
// and finally, remove it from the original group
origSoundList.RemoveAt( origIndex );
audioManager.soundGroupings[origGroup].soundList = origSoundList.ToArray();
Debug.Log( "> Moved '" + temp.name + "' from " + "'" + audioManager.soundGroupings[origGroup].name + "' to '" + audioManager.soundGroupings[moveToGroup].name );
MarkDirty();
moveQueued = false;
}
// switch to the next group
if ( nextGroup > -1 ) {
selectedGroup = nextGroup;
nextGroup = -1;
}
// add a sound
if ( addSound ) {
List<SoundFX> soundList = new List<SoundFX>( audioManager.soundGroupings[selectedGroup].soundList );
SoundFX soundFX = new SoundFX();
soundFX.name = audioManager.soundGroupings[selectedGroup].name.ToLower() + "_new_unnamed_sound_fx";
soundList.Add( soundFX );
audioManager.soundGroupings[selectedGroup].soundList = soundList.ToArray();
MarkDirty();
addSound = false;
}
// sort the sounds
if ( sortSounds ) {
List<SoundFX> soundList = new List<SoundFX>( audioManager.soundGroupings[selectedGroup].soundList );
soundList.Sort( delegate ( SoundFX sfx1, SoundFX sfx2 ) { return string.Compare( sfx1.name, sfx2.name ); } );
audioManager.soundGroupings[selectedGroup].soundList = soundList.ToArray();
MarkDirty();
sortSounds = false;
}
// delete a sound
if ( deleteSoundIdx > -1 ) {
List<SoundFX> soundList = new List<SoundFX>( audioManager.soundGroupings[selectedGroup].soundList );
soundList.RemoveAt( deleteSoundIdx );
audioManager.soundGroupings[selectedGroup].soundList = soundList.ToArray();
MarkDirty();
deleteSoundIdx = -1;
}
// duplicate a sound
if ( dupeSoundIdx > -1 ) {
List<SoundFX> soundList = new List<SoundFX>( audioManager.soundGroupings[selectedGroup].soundList );
SoundFX origSoundFX = soundList[dupeSoundIdx];
// clone this soundFX
string json = JsonUtility.ToJson( origSoundFX );
SoundFX soundFX = JsonUtility.FromJson<SoundFX>( json );
soundFX.name += "_duplicated";
soundList.Insert( dupeSoundIdx + 1, soundFX );
audioManager.soundGroupings[selectedGroup].soundList = soundList.ToArray();
MarkDirty();
dupeSoundIdx = -1;
}
if ( e.type == EventType.Repaint ) {
groups.Clear();
}
GUILayout.Space( 6f );
Color defaultColor = GUI.contentColor;
BeginContents();
if ( DrawHeader( "Sound FX Groups", true ) ) {
EditorGUILayout.BeginVertical( GUI.skin.box );
soundGroups.Clear();
for ( int i = 0; i < audioManager.soundGroupings.Length; i++ ) {
soundGroups.Add( audioManager.soundGroupings[i] );
}
for ( int i = 0; i < soundGroups.size; i++ ) {
EditorGUILayout.BeginHorizontal();
{
if ( i == selectedGroup ) {
GUI.contentColor = ( i == editGroup ) ? Color.white : Color.yellow;
} else {
GUI.contentColor = defaultColor;
}
if ( ( e.type == EventType.KeyDown ) && ( ( e.keyCode == KeyCode.Return ) || ( e.keyCode == KeyCode.KeypadEnter ) ) ) {
// toggle editing
if ( editGroup >= 0 ) {
editGroup = -1;
}
Event.current.Use();
}
if ( i == editGroup ) {
soundGroups[i].name = GUILayout.TextField( soundGroups[i].name, GUILayout.MinWidth( Screen.width - 80f ) );
} else {
GUILayout.Label( soundGroups[i].name, ( i == selectedGroup ) ? EditorStyles.whiteLabel : EditorStyles.label, GUILayout.ExpandWidth( true ) );
}
GUILayout.FlexibleSpace();
if ( GUILayout.Button( GUIContent.none, "OL Minus", GUILayout.Width(17f) ) ) { // minus button
if ( EditorUtility.DisplayDialog( "Delete '" + soundGroups[i].name + "'", "Are you sure you want to delete the selected sound group?", "Continue", "Cancel" ) ) {
soundGroups.RemoveAt( i );
MarkDirty();
}
}
}
EditorGUILayout.EndHorizontal();
// build a list of items
Rect lastRect = GUILayoutUtility.GetLastRect();
if ( e.type == EventType.Repaint ) {
groups.Add ( new ItemRect( i, lastRect, null ) );
}
if ( ( e.type == EventType.MouseDown ) && lastRect.Contains( e.mousePosition ) ) {
if ( ( i != selectedGroup ) || ( e.clickCount == 2 ) ) {
nextGroup = i;
if ( e.clickCount == 2 ) {
editGroup = i;
} else if ( editGroup != nextGroup ) {
editGroup = -1;
}
Repaint();
}
}
}
// add the final plus button
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if ( GUILayout.Button( GUIContent.none, "OL Plus", GUILayout.Width(17f) ) ) { // plus button
soundGroups.Add( new SoundGroup( "unnamed sound group" ) );
selectedGroup = editGroup = soundGroups.size - 1;
MarkDirty();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
// reset the color
GUI.contentColor = defaultColor;
// the sort and import buttons
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if ( GUILayout.Button( "Sort", GUILayout.Width( 70f ) ) ) {
soundGroups.Sort( delegate( SoundGroup sg1, SoundGroup sg2 ) { return string.Compare( sg1.name, sg2.name ); } );
MarkDirty();
}
EditorGUILayout.EndHorizontal();
// draw a rect around the selected item
if ( ( selectedGroup >= 0 ) && ( selectedGroup < groups.size ) ) {
EditorGUI.DrawRect( groups[selectedGroup].rect, new Color( 1f, 1f, 1f, 0.06f ) );
}
// finally move the sound groups back into the audio manager
if ( soundGroups.size > 0 ) {
audioManager.soundGroupings = soundGroups.ToArray();
}
// calculate the drop area rect
if ( ( e.type == EventType.Repaint ) && ( groups.size > 0 ) ) {
dropArea.x = groups[0].rect.x;
dropArea.y = groups[0].rect.y;
dropArea.width = groups[0].rect.width;
dropArea.height = ( groups[groups.size-1].rect.y - groups[0].rect.y ) + groups[groups.size-1].rect.height;
}
}
// draw the sound group properties now
DrawSoundGroupProperties();
EndContents();
EditorGUILayout.HelpBox("Create and delete sound groups by clicking + and - respectively. Double click to rename sound groups. Drag and drop sounds from below to the groups above to move them.", MessageType.Info);
}
public class CustomDragData{
public int originalGroupIndex;
public int originalIndex;
public SerializedProperty originalProperty;
}
public class ItemRect {
public ItemRect( int index, Rect rect, SerializedProperty prop ) {
this.index = index;
this.rect = rect;
this.prop = prop;
}
public int index;
public Rect rect;
public SerializedProperty prop;
}
private FastList<ItemRect> items = new FastList<ItemRect>();
/*
-----------------------
CreateStyles()
-----------------------
*/
void CreateStyles() {
if ( customDividerStyle == null ) {
customDividerStyle = new GUIStyle( EditorStyles.label );
customDividerStyle.normal.background = MakeTex( 4, 4, new Color( 0.5f, 0.5f, 0.5f, 0.25f ) );
customDividerStyle.margin.right -= 16;
}
}
/*
-----------------------
MakeTex()
-----------------------
*/
private Texture2D MakeTex( int width, int height, Color col ) {
Color[] pix = new Color[width*height];
for ( int i = 0; i < pix.Length; i++ )
pix[i] = col;
Texture2D result = new Texture2D(width, height);
result.SetPixels( pix );
result.Apply();
return result;
}
/*
-----------------------
DrawSoundEffects()
-----------------------
*/
void DrawSoundEffects( Event e ) {
if ( ( selectedGroup < 0 ) || ( audioManager.soundGroupings.Length == 0 ) || ( selectedGroup >= audioManager.soundGroupings.Length ) ) {
return;
}
if ( e.type == EventType.Repaint ) {
items.Clear();
} else {
CheckStartDrag( e );
}
BeginContents();
if ( DrawHeader( "Sound Effects", true ) ) {
GUILayout.Space(3f);
GUILayout.BeginVertical( GUI.skin.box );
SerializedProperty soundGroupsArray = serializedObject.FindProperty( "soundGroupings" );
SerializedProperty soundGroup = soundGroupsArray.GetArrayElementAtIndex( selectedGroup );
SerializedProperty soundList = soundGroup.FindPropertyRelative( "soundList" );
CreateStyles();
Rect prevRect = new Rect();
if ( soundList.arraySize > 0 ) {
// show all the sounds
for ( int i = 0; i < soundList.arraySize; i++ ) {
EditorGUI.indentLevel = 1;
SerializedProperty soundFX = soundList.GetArrayElementAtIndex( i );
SerializedProperty visToggle = soundFX.FindPropertyRelative( "visibilityToggle" );
EditorGUILayout.BeginHorizontal( customDividerStyle );
{
string soundFXName = soundFX.FindPropertyRelative( "name" ).stringValue;
// save the visibility state
visToggle.boolValue = EditorGUILayout.Foldout( visToggle.boolValue, soundFXName );
// play button
if ( GUILayout.Button( "\u25BA", GUILayout.Width( 17f ), GUILayout.Height( 16f ) ) ) {
if ( AudioManager.IsSoundPlaying( soundFXName ) ) {
AudioManager.StopSound( soundFXName );
} else {
AudioManager.PlaySound( soundFXName );
}
}
}
EditorGUILayout.EndHorizontal();
if ( visToggle.boolValue ) {
EditorGUILayout.PropertyField( soundFX, true );
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if ( GUILayout.Button( "Delete FX", GUILayout.Width( Screen.width / 3.0f ) ) ) {
if ( EditorUtility.DisplayDialog( "Delete " + soundFX.displayName, "Are you sure?", "Yes", "No!" ) ) {
deleteSoundIdx = i;
}
}
if ( GUILayout.Button( "Duplicate FX", GUILayout.Width( Screen.width / 3.0f ) ) ) {
dupeSoundIdx = i;
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
GUILayout.Space( 10.0f );
}
if ( e.type == EventType.Repaint ) {
// GetLastRect() is now returning the last rect drawn in the property drawer,
// not the rect used for the entire SoundFX
Rect curRect = prevRect;
curRect.y = prevRect.y + EditorGUIUtility.singleLineHeight;
Rect lastRect = GUILayoutUtility.GetLastRect();
curRect.height = ( lastRect.y + lastRect.height ) - curRect.y;
curRect.width = Screen.width;
items.Add( new ItemRect( i, curRect, soundFX ) );
}
prevRect = GUILayoutUtility.GetLastRect();
}
} else {
EditorGUILayout.LabelField( " " );
}
GUILayout.EndVertical();
GUILayout.Space(3f);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if ( GUILayout.Button( "Add FX", GUILayout.Width( 70f ) ) ) {
//soundList.InsertArrayElementAtIndex( soundList.arraySize );
//MarkDirty();
addSound = true;
}
if ( GUILayout.Button( "Sort", GUILayout.Width( 70f ) ) ) {
sortSounds = true;
}
EditorGUILayout.EndHorizontal();
}
EndContents();
UpdateDrag( e );
}
/*
-----------------------
CheckStartDrag()
-----------------------
*/
void CheckStartDrag( Event e ) {
if ( ( e.type == EventType.MouseDrag ) && ( e.button == 0 ) ) {
for ( int i = 0; i < items.size; i++ ) {
if ( items[i].rect.Contains( e.mousePosition ) ) {
DragAndDrop.PrepareStartDrag();// reset data
CustomDragData dragData = new CustomDragData();
dragData.originalGroupIndex = selectedGroup;
dragData.originalIndex = items[i].index;
dragData.originalProperty = items[i].prop;
DragAndDrop.SetGenericData( dragDropIdentifier, dragData );
DragAndDrop.objectReferences = new Object[0];
DragAndDrop.StartDrag( dragData.originalProperty.FindPropertyRelative( "name" ).stringValue );
e.Use();
}
}
}
}
/*
-----------------------
FindGroupIndex()
-----------------------
*/
int FindGroupIndex( Event e ) {
for ( int i = 0; i < groups.size; i++ ) {
if ( groups[i].rect.Contains( e.mousePosition ) ) {
return i;
}
}
return -1;
}
/*
-----------------------
UpdateDrag()
-----------------------
*/
void UpdateDrag( Event e ) {
CustomDragData dragData = DragAndDrop.GetGenericData( dragDropIdentifier ) as CustomDragData;
if ( dragData == null ) {
return;
}
int groupIndex = FindGroupIndex( e );
switch ( e.type ) {
case EventType.DragUpdated:
if ( ( groupIndex >= 0 ) && ( groupIndex != selectedGroup ) ) {
DragAndDrop.visualMode = DragAndDropVisualMode.Move;
} else {
DragAndDrop.visualMode = DragAndDropVisualMode.Rejected;
}
e.Use();
break;
case EventType.Repaint:
if ( ( DragAndDrop.visualMode == DragAndDropVisualMode.None ) ||
( DragAndDrop.visualMode == DragAndDropVisualMode.Rejected ) ) {
break;
}
if ( groupIndex >= 0 && groupIndex < groups.size ) {
EditorGUI.DrawRect( groups[groupIndex].rect, new Color( 0f, 1f, 0f, 0.1f ) );
}
break;
case EventType.DragPerform:
DragAndDrop.AcceptDrag();
// queue the sound FX move
QueueSoundFXMove( dragData.originalGroupIndex, dragData.originalIndex, groupIndex );
e.Use();
break;
case EventType.MouseUp:
// in case MouseDrag never occurred:
DragAndDrop.PrepareStartDrag();
break;
}
}
/*
-----------------------
QueueSoundFXMove()
-----------------------
*/
void QueueSoundFXMove( int origGroupIndex, int origSoundIndex, int newGroupIndex ) {
moveQueued = true;
origGroup = origGroupIndex;
origIndex = origSoundIndex;
moveToGroup = newGroupIndex;
}
/*
-----------------------
DrawHeader()
-----------------------
*/
static public bool DrawHeader (string text) { return DrawHeader(text, text, false); }
static public bool DrawHeader (string text, string key) { return DrawHeader(text, key, false); }
static public bool DrawHeader (string text, bool forceOn) { return DrawHeader(text, text, forceOn); }
static public bool DrawHeader( string text, string key, bool forceOn ) {
bool state = EditorPrefs.GetBool(key, true);
GUILayout.Space(3f);
if (!forceOn && !state) GUI.backgroundColor = new Color(0.8f, 0.8f, 0.8f);
GUILayout.BeginHorizontal();
GUILayout.Space(3f);
GUI.changed = false;
text = "<b><size=11>" + text + "</size></b>";
if (state) text = "\u25BC " + text;
else text = "\u25B6 " + text;
if (!GUILayout.Toggle(true, text, "dragtab", GUILayout.MinWidth(20f))) state = !state;
if (GUI.changed) EditorPrefs.SetBool(key, state);
GUILayout.Space(2f);
GUILayout.EndHorizontal();
GUI.backgroundColor = Color.white;
if (!forceOn && !state) GUILayout.Space(3f);
return state;
}
/*
-----------------------
BeginContents()
-----------------------
*/
static public void BeginContents() {
GUILayout.BeginHorizontal();
GUILayout.Space(4f);
EditorGUILayout.BeginHorizontal(GUILayout.MinHeight(10f));
GUILayout.BeginVertical();
GUILayout.Space(2f);
}
/*
-----------------------
EndContents()
-----------------------
*/
static public void EndContents() {
GUILayout.Space(3f);
GUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
GUILayout.Space(3f);
GUILayout.EndHorizontal();
GUILayout.Space(3f);
}
}
} // namespace OVR

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9f04a80514947486d9793cab0005447f
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

View File

@ -0,0 +1,70 @@
using UnityEditor;
using UnityEngine;
namespace OVR
{
/*
-----------------------
MinMaxPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer (typeof (MinMaxAttribute))]
public class MinMaxPropertyDrawer : PropertyDrawer {
// Provide easy access to the MinMaxAttribute for reading information from it.
MinMaxAttribute minMax { get { return ((MinMaxAttribute)attribute); } }
/*
-----------------------
GetPropertyHeight()
-----------------------
*/
public override float GetPropertyHeight( SerializedProperty prop, GUIContent label ) {
return base.GetPropertyHeight( prop, label ) * 2f;
}
/*
-----------------------
OnGUI()
-----------------------
*/
public override void OnGUI( Rect position, SerializedProperty property, GUIContent label ) {
Rect sliderPosition = EditorGUI.PrefixLabel( position, label );
SerializedProperty min = property.FindPropertyRelative( "x" );
SerializedProperty max = property.FindPropertyRelative( "y" );
// draw the range and the reset button first so that the slider doesn't grab all the input
Rect rangePosition = sliderPosition;
rangePosition.y += rangePosition.height * 0.5f;
rangePosition.height *= 0.5f;
Rect contentPosition = rangePosition;
EditorGUI.indentLevel = 0;
EditorGUIUtility.labelWidth = 30f;
contentPosition.width *= 0.3f;
EditorGUI.PropertyField(contentPosition, min, new GUIContent( "Min" ) );
contentPosition.x += contentPosition.width + 20f;
EditorGUI.PropertyField( contentPosition, max, new GUIContent( "Max" ) );
contentPosition.x += contentPosition.width + 20f;
contentPosition.width = 50.0f;
if ( GUI.Button( contentPosition, "Reset" ) ) {
min.floatValue = minMax.minDefaultVal;
max.floatValue = minMax.maxDefaultVal;
}
float minValue = min.floatValue;
float maxValue = max.floatValue;
#if UNITY_2017_1_OR_NEWER
EditorGUI.MinMaxSlider( sliderPosition, GUIContent.none, ref minValue, ref maxValue, minMax.min, minMax.max );
#else
EditorGUI.MinMaxSlider( GUIContent.none, sliderPosition, ref minValue, ref maxValue, minMax.min, minMax.max );
#endif
// round to readable values
min.floatValue = Mathf.Round( minValue / 0.01f ) * 0.01f;
max.floatValue = Mathf.Round( maxValue / 0.01f ) * 0.01f;
}
}
} // namespace OVR

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 225aed143a64c4a6a93f3a07656ac5cd
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -0,0 +1,50 @@
using UnityEditor;
using UnityEngine;
namespace OVR
{
/*
-----------------------
MixerSnapshotPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer( typeof( MixerSnapshot ) )]
public class MixerSnapshotPropertyDrawer : PropertyDrawer {
// Draw the property inside the given rect
public override void OnGUI( Rect position, SerializedProperty property, GUIContent label ) {
// Using BeginProperty / EndProperty on the parent property means that
// prefab override logic works on the entire property.
EditorGUI.BeginProperty( position, label, property );
// Draw label
position = EditorGUI.PrefixLabel( position, GUIUtility.GetControlID( FocusType.Passive ), label );
// Don't make child fields be indented
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
EditorGUIUtility.labelWidth = 65;
float width = ( position.width - 15.0f ) / 2.0f;
// Calculate rects
var srcRect = new Rect( position.x, position.y, width + 20, position.height ); position.x += width + 25.0f;
var destRect = new Rect( position.x, position.y, width - 60, position.height ); position.x += width - 60.0f;
var secsRect = new Rect( position.x, position.y, 40, position.height );
// Draw fields - pass GUIContent.none to each so they are drawn without labels
EditorGUI.PropertyField( srcRect, property.FindPropertyRelative( "snapshot" ), GUIContent.none );
EditorGUI.PropertyField( destRect, property.FindPropertyRelative( "transitionTime" ), new GUIContent( "Transition" ) );
EditorGUI.LabelField( secsRect, new GUIContent( "sec(s)" ) );
// Set indent back to what it was
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
}
} // namespace OVR

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 82a91f30f2305c14dbfd2cc3c289dc59
timeCreated: 1472247018
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,66 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace OVR
{
/*
-----------------------
OSPPropsPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer(typeof(OSPProps))]
public class OSPPropsPropertyDrawer : PropertyDrawer {
static float lineHeight = EditorGUIUtility.singleLineHeight + 2.0f;
static float indent = 32.0f;
// TODO - some day just enumerate these
static string[] props = new string[] { "useFastOverride", "gain", "enableInvSquare", "volumetric" , "invSquareFalloff" };
static string[] names = new string[] { "Reflections Enabled", "Gain", "Enable Oculus Atten.", "Volumetric", "Range" };
static int[] lines = new int[] { 1, 1, 1, 1, 2, 2 };
/*
-----------------------
OnGUI()
-----------------------
*/
public override void OnGUI( Rect position, SerializedProperty prop, GUIContent label ) {
SerializedProperty playSpatializedProp = prop.FindPropertyRelative("enableSpatialization");
position.height = lineHeight;
EditorGUI.PropertyField( position, playSpatializedProp );
if ( playSpatializedProp.boolValue ) {
position.y += lineHeight + 4.0f;
Rect posLine = position;
posLine.x += indent;
posLine.width -= indent;
posLine.height = 1f;
GUI.Box( posLine, "" );
position.y -= 10.0f;
for ( int i = 0; i < props.Length; i++ ) {
position.y += lineHeight;
position.height = ( lineHeight * lines[i] );
SerializedProperty sibling = prop.FindPropertyRelative( props[i] );
EditorGUI.PropertyField( position, sibling, new GUIContent( names[i] ) );
}
}
}
/*
-----------------------
GetPropertyHeight()
-----------------------
*/
public override float GetPropertyHeight (SerializedProperty prop, GUIContent label) {
SerializedProperty playSpatializedProp = prop.FindPropertyRelative("enableSpatialization");
if ( !playSpatializedProp.boolValue ) {
return base.GetPropertyHeight( prop, label );
} else {
return base.GetPropertyHeight( prop, label ) + ( lineHeight * ( props.Length + 1 ) ) + 16.0f;
}
}
}
} // namespace OVR

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9fc79251b168140d68851f1e8c283514
MonoImporter:
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -0,0 +1,18 @@
{
"name": "Oculus.AudioManager.Audio.Editor",
"rootNamespace": "",
"references": [
"Oculus.AudioManager"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e2367297a6c431949a05cf8078ad917d
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,67 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace OVR
{
/*
-----------------------
SoundFXPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer(typeof(SoundFX))]
public class SoundFXPropertyDrawer : PropertyDrawer {
static float lineHeight = EditorGUIUtility.singleLineHeight + 2.0f;
static string[] props = new string[] { "name", "playback", "volume", "pitchVariance", "falloffDistance", "falloffCurve", "reverbZoneMix", "spread", "pctChanceToPlay", "priority", "delay", "looping", "ospProps", "soundClips" };
/*
-----------------------
OnGUI()
-----------------------
*/
public override void OnGUI( Rect position, SerializedProperty prop, GUIContent label ) {
EditorGUILayout.BeginVertical();
for ( int i = 0; i < props.Length; i++ ) {
EditorGUI.indentLevel = 2;
SerializedProperty property = prop.FindPropertyRelative( props[i] );
if ( props[i] == "reverbZoneMix" ) {
EditorGUILayout.BeginHorizontal();
SerializedProperty reverbCurve = prop.FindPropertyRelative( "reverbZoneMix" );
EditorGUILayout.PropertyField( reverbCurve, true, GUILayout.Width( Screen.width - 130.0f ) );
if ( GUILayout.Button( "Reset", GUILayout.Width( 50.0f ) ) ) {
reverbCurve.animationCurveValue = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
}
EditorGUILayout.EndHorizontal();
} else {
EditorGUILayout.PropertyField( property, true, GUILayout.Width( Screen.width - 80.0f ) );
position.y += lineHeight + 4.0f;
if ( props[i] == "falloffCurve" ) {
if ( property.enumValueIndex == (int)AudioRolloffMode.Custom ) {
EditorGUILayout.PropertyField( prop.FindPropertyRelative( "volumeFalloffCurve" ), true, GUILayout.Width( Screen.width - 80.0f ) );
position.y += lineHeight + 4.0f;
}
}
}
}
EditorGUILayout.EndVertical();
GUILayout.Space( 5.0f );
}
/*
-----------------------
GetPropertyHeight()
-----------------------
*/
public override float GetPropertyHeight (SerializedProperty prop, GUIContent label) {
return base.GetPropertyHeight( prop, label );
}
}
} // namespace OVR

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: e791ce392b6937f47b1f7c90c6b402db
timeCreated: 1468857307
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,62 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace OVR
{
/*
-----------------------
SoundFXRefPropertyDrawer
-----------------------
*/
[CustomPropertyDrawer(typeof(SoundFXRef))]
public class SoundFXRefPropertyDrawer : PropertyDrawer {
static private GUIStyle disabledStyle = null;
/*
-----------------------
OnGUI()
-----------------------
*/
public override void OnGUI( Rect position, SerializedProperty prop, GUIContent label ) {
int idx = 0;
Rect buttonPosition = position;
buttonPosition.x = position.x + position.width - 40f;
buttonPosition.width = 20f;
position.width = buttonPosition.x - position.x - 2f;
SerializedProperty nameProp = prop.FindPropertyRelative( "soundFXName" );
if ( AudioManager.GetGameObject() == null ) {
if ( disabledStyle == null ) {
disabledStyle = new GUIStyle();
disabledStyle.normal.textColor = Color.gray;
}
EditorGUI.LabelField(position, label.text, nameProp.stringValue, disabledStyle );
}
else {
string[] soundFXNames = AudioManager.GetSoundFXNames( nameProp.stringValue, out idx );
idx = EditorGUI.Popup( position, label.text, idx, soundFXNames );
nameProp.stringValue = AudioManager.NameMinusGroup( soundFXNames[idx] );
// play button
if ( GUI.Button( buttonPosition, "\u25BA" ) ) {
if ( AudioManager.IsSoundPlaying( nameProp.stringValue ) ) {
AudioManager.StopSound( nameProp.stringValue );
} else {
AudioManager.PlaySound( nameProp.stringValue );
}
}
buttonPosition.x += 22.0f;
// select audio manager
if ( GUI.Button( buttonPosition, "\u2630" ) ) {
Selection.activeGameObject = AudioManager.GetGameObject();
}
}
}
}
} // namespace OVR

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6204bcaba636340b48858c9f10ab9016
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@ -0,0 +1,26 @@
using UnityEngine;
namespace OVR
{
/*
-----------------------
MinMaxAttribute
-----------------------
*/
public class MinMaxAttribute : PropertyAttribute {
public float minDefaultVal = 1.0f;
public float maxDefaultVal = 1.0f;
public float min = 0.0f;
public float max = 1.0f;
public MinMaxAttribute( float minDefaultVal, float maxDefaultVal, float min, float max ) {
this.minDefaultVal = minDefaultVal;
this.maxDefaultVal = maxDefaultVal;
this.min = min;
this.max = max;
}
}
} // namespace OVR

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 15126f023faf44286a08bdb5bdbdb6e7
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

View File

@ -0,0 +1,433 @@
using UnityEngine;
using UnityEngine.Audio;
using System.Collections;
namespace OVR
{
/*
-----------------------
SoundEmitter()
-----------------------
*/
public class SoundEmitter : MonoBehaviour {
public enum FadeState {
Null,
FadingIn,
FadingOut,
Ducking,
}
// OPTIMIZE
public float volume { get { return audioSource.volume; } set { audioSource.volume = value; } }
public float pitch { get { return audioSource.pitch; } set { audioSource.pitch = value; } }
public AudioClip clip { get { return audioSource.clip; } set { audioSource.clip = value; } }
public float time { get { return audioSource.time; } set { audioSource.time = value; } }
public float length { get { return ( audioSource.clip != null ) ? audioSource.clip.length : 0.0f; } }
public bool loop { get { return audioSource.loop; } set { audioSource.loop = value; } }
public bool mute { get { return audioSource.mute; } set { audioSource.mute = value; } }
public AudioVelocityUpdateMode velocityUpdateMode { get { return audioSource.velocityUpdateMode; } set { audioSource.velocityUpdateMode = value; } }
public bool isPlaying { get { return audioSource.isPlaying; } }
public EmitterChannel channel = EmitterChannel.Reserved;
public bool disableSpatialization = false;
private FadeState state = FadeState.Null;
[System.NonSerialized]
[HideInInspector]
public AudioSource audioSource = null;
[System.NonSerialized]
[HideInInspector]
public SoundPriority priority = SoundPriority.Default;
[System.NonSerialized]
[HideInInspector]
public ONSPAudioSource osp = null;
[System.NonSerialized]
[HideInInspector]
public float endPlayTime = 0.0f;
private Transform lastParentTransform = null;
[System.NonSerialized]
[HideInInspector]
public float defaultVolume = 1.0f;
[System.NonSerialized]
[HideInInspector]
public Transform defaultParent = null;
[System.NonSerialized]
[HideInInspector]
public int originalIdx = -1;
[System.NonSerialized]
[HideInInspector]
public System.Action onFinished = null;
[System.NonSerialized]
[HideInInspector]
public System.Action<object> onFinishedObject = null;
[System.NonSerialized]
[HideInInspector]
public object onFinishedParam;
[System.NonSerialized]
[HideInInspector]
public SoundGroup playingSoundGroup = null;
/*
-----------------------
Awake()
-----------------------
*/
void Awake() {
// unity defaults to 'playOnAwake = true'
audioSource = GetComponent<AudioSource>();
if ( audioSource == null ) {
audioSource = gameObject.AddComponent<AudioSource>();
}
// is the spatialized audio enabled?
if ( AudioManager.enableSpatialization && !disableSpatialization ) {
osp = GetComponent<ONSPAudioSource>();
if ( osp == null ) {
osp = gameObject.AddComponent<ONSPAudioSource>();
}
}
audioSource.playOnAwake = false;
audioSource.Stop();
}
/*
-----------------------
SetPlayingSoundGroup()
-----------------------
*/
public void SetPlayingSoundGroup( SoundGroup soundGroup ) {
playingSoundGroup = soundGroup;
if ( soundGroup != null ) {
soundGroup.IncrementPlayCount();
}
}
/*
-----------------------
SetOnFinished()
-----------------------
*/
public void SetOnFinished( System.Action onFinished ) {
this.onFinished = onFinished;
}
/*
-----------------------
SetOnFinished()
-----------------------
*/
public void SetOnFinished( System.Action<object> onFinished, object obj ) {
onFinishedObject = onFinished;
onFinishedParam = obj;
}
/*
-----------------------
SetChannel()
-----------------------
*/
public void SetChannel( int _channel ) {
channel = (EmitterChannel)_channel;
}
/*
-----------------------
SetDefaultParent()
-----------------------
*/
public void SetDefaultParent( Transform parent ) {
defaultParent = parent;
}
/*
-----------------------
SetAudioMixer()
-----------------------
*/
public void SetAudioMixer( AudioMixerGroup _mixer ) {
if ( audioSource != null ) {
audioSource.outputAudioMixerGroup = _mixer;
}
}
/*
-----------------------
IsPlaying()
-----------------------
*/
public bool IsPlaying() {
if ( loop && audioSource.isPlaying ) {
return true;
}
return endPlayTime > Time.time;
}
/*
-----------------------
Play()
-----------------------
*/
public void Play() {
// overrides everything
state = FadeState.Null;
endPlayTime = Time.time + length;
StopAllCoroutines();
audioSource.Play();
}
/*
-----------------------
Pause()
-----------------------
*/
public void Pause() {
// overrides everything
state = FadeState.Null;
StopAllCoroutines();
audioSource.Pause();
}
/*
-----------------------
Stop()
-----------------------
*/
public void Stop() {
// overrides everything
state = FadeState.Null;
StopAllCoroutines();
if ( audioSource != null ) {
audioSource.Stop();
}
if ( onFinished != null ) {
onFinished();
onFinished = null;
}
if ( onFinishedObject != null ) {
onFinishedObject( onFinishedParam );
onFinishedObject = null;
}
if ( playingSoundGroup != null ) {
playingSoundGroup.DecrementPlayCount();
playingSoundGroup = null;
}
}
/*
-----------------------
GetSampleTime()
-----------------------
*/
int GetSampleTime() {
return audioSource.clip.samples - audioSource.timeSamples;
}
/*
-----------------------
ParentTo()
-----------------------
*/
public void ParentTo( Transform parent ) {
if ( lastParentTransform != null ) {
Debug.LogError( "[SoundEmitter] You must detach the sound emitter before parenting to another object!" );
return;
}
lastParentTransform = transform.parent;
transform.parent = parent;
}
/*
-----------------------
DetachFromParent()
-----------------------
*/
public void DetachFromParent() {
if ( lastParentTransform == null ) {
transform.parent = defaultParent;
return;
}
transform.parent = lastParentTransform;
lastParentTransform = null;
}
/*
-----------------------
ResetParent()
-----------------------
*/
public void ResetParent( Transform parent ) {
transform.parent = parent;
lastParentTransform = null;
}
/*
-----------------------
SyncTo()
-----------------------
*/
public void SyncTo( SoundEmitter other, float fadeTime, float toVolume ) {
StartCoroutine( DelayedSyncTo( other, fadeTime, toVolume ) );
}
/*
-----------------------
DelayedSyncTo()
have to wait until the end of frame to do proper sync'ing
-----------------------
*/
IEnumerator DelayedSyncTo( SoundEmitter other, float fadeTime, float toVolume ) {
yield return new WaitForEndOfFrame();
//audio.timeSamples = other.GetSampleTime();
//audio.time = Mathf.Min( Mathf.Max( 0.0f, other.time - other.length ), other.time );
audioSource.time = other.time;
audioSource.Play();
FadeTo( fadeTime, toVolume );
}
/*
-----------------------
FadeTo()
-----------------------
*/
public void FadeTo( float fadeTime, float toVolume ) {
//Log.Print( ">>> FADE TO: " + channel );
// don't override a fade out
if ( state == FadeState.FadingOut ) {
//Log.Print( " ....ABORTED" );
return;
}
state = FadeState.Ducking;
StopAllCoroutines();
StartCoroutine( FadeSoundChannelTo( fadeTime, toVolume ) );
}
/*
-----------------------
FadeIn()
-----------------------
*/
public void FadeIn( float fadeTime, float defaultVolume ) {
//Log.Print( ">>> FADE IN: " + channel );
audioSource.volume = 0.0f;
state = FadeState.FadingIn;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( 0.0f, fadeTime, Fade.In, defaultVolume ) );
}
/*
-----------------------
FadeIn()
-----------------------
*/
public void FadeIn( float fadeTime ) {
//Log.Print( ">>> FADE IN: " + channel );
audioSource.volume = 0.0f;
state = FadeState.FadingIn;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( 0.0f, fadeTime, Fade.In, defaultVolume ) );
}
/*
-----------------------
FadeOut()
-----------------------
*/
public void FadeOut( float fadeTime ) {
//Log.Print( ">>> FADE OUT: " + channel );
if ( !audioSource.isPlaying ) {
//Log.Print( " ... SKIPPING" );
return;
}
state = FadeState.FadingOut;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( 0.0f, fadeTime, Fade.Out, audioSource.volume ) );
}
/*
-----------------------
FadeOutDelayed()
-----------------------
*/
public void FadeOutDelayed( float delayedSecs, float fadeTime ) {
//Log.Print( ">>> FADE OUT DELAYED: " + channel );
if ( !audioSource.isPlaying ) {
//Log.Print( " ... SKIPPING" );
return;
}
state = FadeState.FadingOut;
StopAllCoroutines();
StartCoroutine( FadeSoundChannel( delayedSecs, fadeTime, Fade.Out, audioSource.volume ) );
}
/*
-----------------------
FadeSoundChannelTo()
-----------------------
*/
IEnumerator FadeSoundChannelTo( float fadeTime, float toVolume ) {
float start = audioSource.volume;
float end = toVolume;
float startTime = Time.realtimeSinceStartup;
float elapsedTime = 0.0f;
while ( elapsedTime < fadeTime ) {
elapsedTime = Time.realtimeSinceStartup - startTime;
float t = elapsedTime / fadeTime;
audioSource.volume = Mathf.Lerp( start, end, t );
yield return 0;
}
state = FadeState.Null;
}
/*
-----------------------
FadeSoundChannel()
-----------------------
*/
IEnumerator FadeSoundChannel( float delaySecs, float fadeTime, Fade fadeType, float defaultVolume ) {
if ( delaySecs > 0.0f ) {
yield return new WaitForSeconds( delaySecs );
}
float start = ( fadeType == Fade.In ) ? 0.0f : defaultVolume;
float end = ( fadeType == Fade.In ) ? defaultVolume : 0.0f;
bool restartPlay = false;
if ( fadeType == Fade.In ) {
if ( Time.time == 0.0f ) {
restartPlay = true;
}
audioSource.volume = 0.0f;
audioSource.Play();
}
float startTime = Time.realtimeSinceStartup;
float elapsedTime = 0.0f;
while ( elapsedTime < fadeTime ) {
elapsedTime = Time.realtimeSinceStartup - startTime;
float t = elapsedTime / fadeTime;
audioSource.volume = Mathf.Lerp( start, end, t );
yield return 0;
if ( restartPlay && ( Time.time > 0.0f ) ) {
audioSource.Play();
restartPlay = false;
}
if ( !audioSource.isPlaying ) {
break;
}
}
if ( fadeType == Fade.Out ) {
Stop();
}
state = FadeState.Null;
}
}
} // namespace OVR

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@ -0,0 +1,8 @@
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@ -0,0 +1,311 @@
using UnityEngine;
using UnityEngine.Audio;
namespace OVR
{
public enum SoundFXNext {
Random = 0,
Sequential = 1,
}
public enum FreqHint {
None = 0,
Wide = 1,
Narrow = 2,
}
public enum SoundPriority {
VeryLow = -2,
Low = -1,
Default = 0,
High = 1,
VeryHigh = 2,
}
[System.Serializable]
public class OSPProps {
public OSPProps() {
enableSpatialization = false;
useFastOverride = false;
gain = 0.0f;
enableInvSquare = false;
volumetric = 0.0f;
invSquareFalloff = new Vector2( 1.0f, 25.0f );
}
[Tooltip( "Set to true to play the sound FX spatialized with binaural HRTF, default = false")]
public bool enableSpatialization = false;
[Tooltip( "Play the sound FX with reflections, default = false")]
public bool useFastOverride = false;
[Tooltip( "Boost the gain on the spatialized sound FX, default = 0.0")]
[Range( 0.0f, 24.0f )]
public float gain = 0.0f;
[Tooltip("Enable Inverse Square attenuation curve, default = false")]
public bool enableInvSquare = false;
[Tooltip("Change the sound from point source (0.0f) to a spherical volume, default = 0.0")]
[Range(0.0f, 1000.0f)]
public float volumetric = 0.0f;
[Tooltip("Set the near and far falloff value for the OSP attenuation curve, default = 1.0")]
[MinMax ( 1.0f, 25.0f, 0.0f, 250.0f )]
public Vector2 invSquareFalloff = new Vector2( 1.0f, 25.0f );
}
/*
-----------------------
SoundFX
-----------------------
*/
[System.Serializable]
public class SoundFX {
public SoundFX() {
playback = SoundFXNext.Random;
volume = 1.0f;
pitchVariance = Vector2.one;
falloffDistance = new Vector2( 1.0f, 25.0f );
falloffCurve = AudioRolloffMode.Linear;
volumeFalloffCurve = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
reverbZoneMix = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
spread = 0.0f;
pctChanceToPlay = 1.0f;
priority = SoundPriority.Default;
delay = Vector2.zero;
looping = false;
ospProps = new OSPProps();
}
[Tooltip( "Each sound FX should have a unique name")]
public string name = string.Empty;
[Tooltip( "Sound diversity playback option when multiple audio clips are defined, default = Random")]
public SoundFXNext playback = SoundFXNext.Random;
[Tooltip( "Default volume for this sound FX, default = 1.0")]
[Range (0.0f, 1.0f)]
public float volume = 1.0f;
[Tooltip( "Random pitch variance each time a sound FX is played, default = 1.0 (none)")]
[MinMax ( 1.0f, 1.0f, 0.0f, 2.0f )]
public Vector2 pitchVariance = Vector2.one;
[Tooltip( "Falloff distance for the sound FX, default = 1m min to 25m max")]
[MinMax ( 1.0f, 25.0f, 0.0f, 250.0f )]
public Vector2 falloffDistance = new Vector2( 1.0f, 25.0f );
[Tooltip( "Volume falloff curve - sets how the sound FX attenuates over distance, default = Linear")]
public AudioRolloffMode falloffCurve = AudioRolloffMode.Linear;
[Tooltip( "Defines the custom volume falloff curve")]
public AnimationCurve volumeFalloffCurve = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
[Tooltip( "The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones | Valid range is 0.0 - 1.1, default = 1.0" )]
public AnimationCurve reverbZoneMix = new AnimationCurve( new Keyframe[2] { new Keyframe( 0f, 1.0f ), new Keyframe( 1f, 1f ) } );
[Tooltip( "Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space, default = 0")]
[Range (0.0f, 360.0f)]
public float spread = 0.0f;
[Tooltip( "The percentage chance that this sound FX will play | 0.0 = none, 1.0 = 100%, default = 1.0")]
[Range (0.0f, 1.0f)]
public float pctChanceToPlay = 1.0f;
[Tooltip( "Sets the priority for this sound to play and/or to override a currently playing sound FX, default = Default")]
public SoundPriority priority = SoundPriority.Default;
[Tooltip( "Specifies the default delay when this sound FX is played, default = 0.0 secs")]
[MinMax ( 0.0f, 0.0f, 0.0f, 2.0f )]
public Vector2 delay = Vector2.zero; // this overrides any delay passed into PlaySound() or PlaySoundAt()
[Tooltip( "Set to true for the sound to loop continuously, default = false")]
public bool looping = false;
public OSPProps ospProps = new OSPProps();
[Tooltip( "List of the audio clips assigned to this sound FX")]
public AudioClip[] soundClips = new AudioClip[1];
// editor only - unfortunately if we set it not to serialize, we can't query it from the editor
public bool visibilityToggle = false;
// runtime vars
[System.NonSerialized]
private SoundGroup soundGroup = null;
private int lastIdx = -1;
private int playingIdx = -1;
public int Length { get { return soundClips.Length; } }
public bool IsValid { get { return ( ( soundClips.Length != 0 ) && ( soundClips[0] != null ) ); } }
public SoundGroup Group { get { return soundGroup; } set { soundGroup = value; } }
public float MaxFalloffDistSquared { get { return falloffDistance.y * falloffDistance.y; } }
public float GroupVolumeOverride { get { return ( soundGroup != null ) ? soundGroup.volumeOverride : 1.0f; } }
/*
-----------------------
GetClip()
-----------------------
*/
public AudioClip GetClip() {
if ( soundClips.Length == 0 ) {
return null;
} else if ( soundClips.Length == 1 ) {
return soundClips[0];
}
if ( playback == SoundFXNext.Random ) {
// random, but don't pick the last one
int idx = Random.Range( 0, soundClips.Length );
while ( idx == lastIdx ) {
idx = Random.Range( 0, soundClips.Length );
}
lastIdx = idx;
return soundClips[idx];
} else {
// sequential
if ( ++lastIdx >= soundClips.Length ) {
lastIdx = 0;
}
return soundClips[lastIdx];
}
}
/*
-----------------------
GetMixerGroup()
-----------------------
*/
public AudioMixerGroup GetMixerGroup( AudioMixerGroup defaultMixerGroup ) {
if ( soundGroup != null ) {
return ( soundGroup.mixerGroup != null ) ? soundGroup.mixerGroup : defaultMixerGroup;
}
return defaultMixerGroup;
}
/*
-----------------------
ReachedGroupPlayLimit()
-----------------------
*/
public bool ReachedGroupPlayLimit() {
if ( soundGroup != null ) {
return !soundGroup.CanPlaySound();
}
return false;
}
/*
-----------------------
GetClipLength()
-----------------------
*/
public float GetClipLength( int idx ) {
if ( ( idx == -1 ) || ( soundClips.Length == 0 ) || ( idx >= soundClips.Length ) || ( soundClips[idx] == null ) ) {
return 0.0f;
} else {
return soundClips[idx].length;
}
}
/*
-----------------------
GetPitch()
-----------------------
*/
public float GetPitch() {
return Random.Range( pitchVariance.x, pitchVariance.y );
}
/*
-----------------------
PlaySound()
-----------------------
*/
public int PlaySound( float delaySecs = 0.0f ) {
playingIdx = -1;
if ( !IsValid ) {
return playingIdx;
}
// check the random chance to play here to save the function calls
if ( ( pctChanceToPlay > 0.99f ) || ( Random.value < pctChanceToPlay ) ) {
if ( delay.y > 0.0f ) {
delaySecs = Random.Range( delay.x, delay.y );
}
playingIdx = AudioManager.PlaySound( this, EmitterChannel.Any, delaySecs );
}
return playingIdx;
}
/*
-----------------------
PlaySoundAt()
-----------------------
*/
public int PlaySoundAt( Vector3 pos, float delaySecs = 0.0f, float volumeOverride = 1.0f, float pitchMultiplier = 1.0f ) {
playingIdx = -1;
if ( !IsValid ) {
return playingIdx;
}
// check the random chance to play here to save the function calls
if ( ( pctChanceToPlay > 0.99f ) || ( Random.value < pctChanceToPlay ) ) {
if ( delay.y > 0.0f ) {
delaySecs = Random.Range( delay.x, delay.y );
}
playingIdx = AudioManager.PlaySoundAt( pos, this, EmitterChannel.Any, delaySecs, volumeOverride, pitchMultiplier );
}
return playingIdx;
}
/*
-----------------------
SetOnFinished()
get a callback when the sound is finished playing
-----------------------
*/
public void SetOnFinished( System.Action onFinished ) {
if ( playingIdx > -1 ) {
AudioManager.SetOnFinished( playingIdx, onFinished );
}
}
/*
-----------------------
SetOnFinished()
get a callback with an object parameter when the sound is finished playing
-----------------------
*/
public void SetOnFinished( System.Action<object> onFinished, object obj ) {
if ( playingIdx > -1 ) {
AudioManager.SetOnFinished( playingIdx, onFinished, obj );
}
}
/*
-----------------------
StopSound()
-----------------------
*/
public bool StopSound() {
bool stopped = false;
if (playingIdx > -1){
stopped = AudioManager.StopSound(playingIdx);
playingIdx = -1;
}
return stopped;
}
/*
-----------------------
AttachToParent()
-----------------------
*/
public void AttachToParent( Transform parent) {
if (playingIdx > -1) {
AudioManager.AttachSoundToParent(playingIdx, parent);
}
}
/*
-----------------------
DetachFromParent()
-----------------------
*/
public void DetachFromParent() {
if (playingIdx > -1) {
AudioManager.DetachSoundFromParent(playingIdx);
}
}
}
} // namespace OVR

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using UnityEngine;
using System.Collections;
namespace OVR
{
/*
-----------------------
SoundFXRef
just a references to a SoundFX.. all the SoundFX methods are called indirectly from here
-----------------------
*/
[System.Serializable]
public class SoundFXRef {
public string soundFXName = string.Empty;
private bool initialized = false;
private SoundFX soundFXCached = null;
public SoundFX soundFX {
get {
if ( !initialized ) {
Init();
}
return soundFXCached;
}
}
public string name { get { return soundFXName; } set { soundFXName = value; Init(); } }
/*
-----------------------
Init()
-----------------------
*/
void Init() {
// look up the actual SoundFX object
soundFXCached = AudioManager.FindSoundFX( soundFXName );
if ( soundFXCached == null ) {
soundFXCached = AudioManager.FindSoundFX( string.Empty );
}
initialized = true;
}
/*
-----------------------
Length()
-----------------------
*/
public int Length { get { return soundFX.Length; } }
/*
-----------------------
IsValid()
-----------------------
*/
public bool IsValid { get { return soundFX.IsValid; } }
/*
-----------------------
GetClip()
-----------------------
*/
public AudioClip GetClip() {
return soundFX.GetClip();
}
/*
-----------------------
GetClipLength()
-----------------------
*/
public float GetClipLength( int idx ) {
return soundFX.GetClipLength( idx );
}
/*
-----------------------
PlaySound()
-----------------------
*/
public int PlaySound( float delaySecs = 0.0f ) {
return soundFX.PlaySound( delaySecs );
}
/*
-----------------------
PlaySoundAt()
-----------------------
*/
public int PlaySoundAt( Vector3 pos, float delaySecs = 0.0f, float volume = 1.0f, float pitchMultiplier = 1.0f ) {
return soundFX.PlaySoundAt( pos, delaySecs, volume, pitchMultiplier );
}
/*
-----------------------
SetOnFinished()
get a callback when the sound is finished playing
-----------------------
*/
public void SetOnFinished( System.Action onFinished ) {
soundFX.SetOnFinished( onFinished );
}
/*
-----------------------
SetOnFinished()
get a callback with an object parameter when the sound is finished playing
-----------------------
*/
public void SetOnFinished( System.Action<object> onFinished, object obj ) {
soundFX.SetOnFinished( onFinished, obj );
}
/*
-----------------------
StopSound()
-----------------------
*/
public bool StopSound() {
return soundFX.StopSound();
}
/*
-----------------------
AttachToParent()
-----------------------
*/
public void AttachToParent( Transform parent)
{
soundFX.AttachToParent( parent);
}
/*
-----------------------
DetachFromParent()
-----------------------
*/
public void DetachFromParent()
{
soundFX.DetachFromParent();
}
}
} // namespace OVR

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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
[CustomPropertyDrawer(typeof(InspectorNoteAttribute))]
public class DrawerInspectorNote : DecoratorDrawer
{
public override void OnGUI( Rect position )
{
InspectorNoteAttribute note = attribute as InspectorNoteAttribute;
// our header is always present
Rect posLabel = position;
posLabel.y += 13;
posLabel.x -= 2;
posLabel.height += 13;
EditorGUI.LabelField(posLabel, note.header, EditorStyles.whiteLargeLabel);
// do we have a message too?
if (!string.IsNullOrEmpty(note.message))
{
Color color = GUI.color;
Color faded = color;
faded.a = 0.6f;
Rect posExplain = posLabel;
posExplain.y += 15;
GUI.color = faded;
EditorGUI.LabelField(posExplain, note.message, EditorStyles.whiteMiniLabel);
GUI.color = color;
}
Rect posLine = position;
posLine.y += string.IsNullOrEmpty(note.message) ? 30 : 42;
posLine.height = 1f;
GUI.Box(posLine, "");
}
public override float GetHeight() {
InspectorNoteAttribute note = attribute as InspectorNoteAttribute;
return string.IsNullOrEmpty( note.message ) ? 38 : 50;
}
}
[CustomPropertyDrawer( typeof( InspectorCommentAttribute ) )]
public class DrawerInspectorComment : DecoratorDrawer {
public override void OnGUI( Rect position ) {
InspectorCommentAttribute comment = attribute as InspectorCommentAttribute;
// our header is always present
Rect posLabel = position;
//posLabel.y += 13;
//posLabel.x -= 2;
//posLabel.height += 13;
//EditorGUI.LabelField( posLabel, comment.header, EditorStyles.whiteLargeLabel );
// do we have a message too?
if ( !string.IsNullOrEmpty( comment.message ) ) {
Color color = GUI.color;
Color faded = color;
faded.a = 0.6f;
Rect posExplain = posLabel;
posExplain.y += 15;
GUI.color = faded;
EditorGUI.LabelField( posExplain, comment.message, EditorStyles.whiteMiniLabel );
GUI.color = color;
}
}
public override float GetHeight() {
InspectorNoteAttribute note = attribute as InspectorNoteAttribute;
return string.IsNullOrEmpty( note.message ) ? 38 : 50;
}
}

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{
"name": "Oculus.AudioManager.Utils.Editor",
"rootNamespace": "",
"references": [
"Oculus.AudioManager"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
public class FastList<T> {
/// <summary>
/// Comparison function should return -1 if left is less than right, 1 if left is greater than right, and 0 if they match.
/// </summary>
public delegate int CompareFunc(T left, T right);
public T[] array = null;
public int size = 0;
public FastList () {
}
public FastList(int size) {
if (size > 0) {
this.size = 0;
array = new T[size];
}
else {
this.size = 0;
}
}
public int Count {
get { return size;}
set { }
}
public T this[int i] {
get { return array[i];}
set { array[i] = value;}
}
//Add item to end of list.
public void Add(T item) {
if (array == null || size == array.Length) {
Allocate();
}
array[size] = item;
size++;
}
//Add item to end of list if it is unique.
public void AddUnique( T item ) {
if ( array == null || size == array.Length ) {
Allocate();
}
if ( !Contains( item ) ) {
array[size] = item;
size++;
}
}
//Add items to the end of the list
public void AddRange( IEnumerable<T> items ) {
foreach ( T item in items ) {
Add( item );
}
}
//Insert item at specified index
public void Insert(int index, T item) {
if (array == null || size == array.Length) {
Allocate();
}
if (index < size) {
//move things back 1
for (int i = size; i > index; i--) {
array[i] = array[i-1];
}
array[index] = item;
size++;
}
else Add(item);
}
//Removes specified item and keeps everything else in order
public bool Remove(T item) {
if (array != null) {
for (int i = 0; i < size; i++) {
if (item.Equals(array[i])) { //found it, push everything up
size--;
for (int j = i; j < size; j++) {
array[j] = array[j+1];
}
array[size] = default(T);
return true;
}
}
}
return false;
}
//Removes item at specified index while keeping everything else in order
//O(n)
public void RemoveAt(int index) {
if (array != null && size > 0 && index < size) {
size--;
for (int i = index; i < size; i++) {
array[i] = array[i+1];
}
array[size] = default(T);
}
}
//Removes the specified item from the list and replaces with last item. Return true if removed, false if not found.
public bool RemoveFast(T item) {
if (array != null) {
for (int i = 0; i < size; i++) {
if ( item.Equals( array[i] )) { //found
//Move last item here
if (i < (size - 1)) {
T lastItem = array[size-1];
array[size-1] = default(T);
array[i] = lastItem;
} else {
array[i] = default(T);
}
size--;
return true;
}
}
}
return false;
}
//Removes item at specified index and replace with last item.
public void RemoveAtFast(int index) {
if (array != null && index < size && index >= 0) {
//last element
if (index == size - 1) {
array[index] = default(T);
}
else {
T lastItem = array[size - 1];
array[index] = lastItem;
array[size - 1] = default(T);
}
size--;
}
}
//Return whether an item is contained within the list
//O(n)
public bool Contains(T item) {
if (array == null || size <= 0 ) return false;
for (int i = 0; i < size; i++) {
if (array[i].Equals(item)) { return true;}
}
return false;
}
//Returns index of specified item, or -1 if not found.
//O(n)
public int IndexOf(T item) {
if (size <= 0 || array == null) { return -1;}
for (int i = 0; i < size; i++) {
if (item.Equals(array[i])) { return i;}
}
return -1;
}
public T Pop() {
if (array != null && size > 0) {
T lastItem = array[size-1];
array[size-1] = default(T);
size--;
return lastItem;
}
return default(T);
}
public T[] ToArray() {
Trim();
return array;
}
public void Sort (CompareFunc comparer) {
int start = 0;
int end = size - 1;
bool changed = true;
while (changed) {
changed = false;
for (int i = start; i < end; i++) {
if (comparer(array[i], array[i + 1]) > 0) {
T temp = array[i];
array[i] = array[i+1];
array[i+1] = temp;
changed = true;
}
else if (!changed) {
start = (i==0) ? 0 : i-1;
}
}
}
}
public void InsertionSort(CompareFunc comparer) {
for (int i = 1; i < size; i++) {
T curr = array[i];
int j = i;
while (j > 0 && comparer(array[j - 1], curr) > 0) {
array[j] = array[j-1];
j--;
}
array[j] = curr;
}
}
public IEnumerator<T> GetEnumerator() {
if (array != null) {
for (int i = 0; i < size; i++) {
yield return array[i];
}
}
}
public T Find(Predicate<T> match) {
if (match != null) {
if (array != null) {
for (int i = 0; i < size; i++) {
if (match(array[i])) { return array[i];}
}
}
}
return default(T);
}
//Allocate more space to internal array.
void Allocate() {
T[] newArray;
if (array == null) {
newArray = new T[32];
}
else {
newArray = new T[Mathf.Max(array.Length << 1, 32)];
}
if (array != null && size > 0) {
array.CopyTo(newArray, 0);
}
array = newArray;
}
void Trim() {
if (size > 0) {
T[] newArray = new T[size];
for (int i = 0; i < size; i++) {
newArray[i] = array[i];
}
array = newArray;
}
else {
array = null;
}
}
//Set size to 0, does not delete array from memory
public void Clear() {
size = 0;
}
//Delete array from memory
public void Release() {
Clear();
array = null;
}
}

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using UnityEngine;
/*
-----------------------
InspectorNoteAttribute()
-----------------------
*/
public class InspectorNoteAttribute : PropertyAttribute
{
public readonly string header;
public readonly string message;
public InspectorNoteAttribute(string header, string message = "")
{
this.header = header;
this.message = message;
}
}
/*
-----------------------
InspectorCommentAttribute()
-----------------------
*/
public class InspectorCommentAttribute : PropertyAttribute {
public readonly string message;
public InspectorCommentAttribute( string message = "" ) {
this.message = message;
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEditor;
namespace Oculus.Interaction.Editor
{
/// <summary>
/// A utility class for building custom editors with less work required.
/// </summary>
public class EditorBase : UnityEditor.Editor
{
#region API
protected virtual void OnEnable() { }
protected virtual void OnDisable() { }
/// <summary>
/// You must put all of the editor specifications into OnInit
/// </summary>
protected virtual void OnInit() { }
/// <summary>
/// Call in OnInit with one or more property names to hide them from the inspector.
///
/// This is preferable to using [HideInInspector] because it still allows the property to
/// be viewed when using the Inspector debug mode.
/// </summary>
protected void Hide(params string[] properties)
{
Assert.IsTrue(properties.Length > 0, "Should always hide at least one property.");
if (!ValidateProperties(properties))
{
return;
}
_hiddenProperties.UnionWith(properties);
}
/// <summary>
/// Call in OnInit with one or more property names to defer drawing them until after all
/// non-deferred properties have been drawn. All deferred properties will be drawn in the order
/// they are passed in to calls to Defer.
/// </summary>
protected void Defer(params string[] properties)
{
Assert.IsTrue(properties.Length > 0, "Should always defer at least one property.");
if (!ValidateProperties(properties))
{
return;
}
foreach (var property in properties)
{
if (_deferredProperties.Contains(property))
{
continue;
}
_deferredProperties.Add(property);
_deferredActions.Add(() =>
{
DrawProperty(serializedObject.FindProperty(property));
});
}
}
/// <summary>
/// Call in OnInit with a single property name and a custom property drawer. Equivalent
/// to calling Draw and then Defer for the property.
/// </summary>
protected void Defer(string property, Action<SerializedProperty> customDrawer)
{
Draw(property, customDrawer);
Defer(property);
}
/// <summary>
/// Call in OnInit with a single delegate to have it be called after all other non-deferred
/// properties have been drawn.
/// </summary>
protected void Defer(Action deferredAction)
{
_deferredActions.Add(deferredAction);
}
/// <summary>
/// Call in OnInit to specify a custom drawer for a single property. Whenever the property is drawn,
/// it will use the provided property drawer instead of the default one.
/// </summary>
protected void Draw(string property, Action<SerializedProperty> drawer)
{
if (!ValidateProperties(property))
{
return;
}
_customDrawers.Add(property, drawer);
}
/// <summary>
/// Call in OnInit to specify a custom drawer for a single property. Include an extra property that gets
/// lumped in with the primary property. The extra property is not drawn normally, and is instead grouped in
/// with the primary property. Can be used in situations where a collection of properties need to be drawn together.
/// </summary>
protected void Draw(string property,
string withExtra0,
Action<SerializedProperty, SerializedProperty> drawer)
{
if (!ValidateProperties(property, withExtra0))
{
return;
}
Hide(withExtra0);
Draw(property, p =>
{
drawer(p,
serializedObject.FindProperty(withExtra0));
});
}
protected void Draw(string property,
string withExtra0,
string withExtra1,
Action<SerializedProperty, SerializedProperty, SerializedProperty> drawer)
{
if (!ValidateProperties(property, withExtra0, withExtra1))
{
return;
}
Hide(withExtra0);
Hide(withExtra1);
Draw(property, p =>
{
drawer(p,
serializedObject.FindProperty(withExtra0),
serializedObject.FindProperty(withExtra1));
});
}
protected void Draw(string property,
string withExtra0,
string withExtra1,
string withExtra2,
Action<SerializedProperty, SerializedProperty, SerializedProperty, SerializedProperty>
drawer)
{
if (!ValidateProperties(property, withExtra0, withExtra1, withExtra2))
{
return;
}
Hide(withExtra0);
Hide(withExtra1);
Hide(withExtra2);
Draw(property, p =>
{
drawer(p,
serializedObject.FindProperty(withExtra0),
serializedObject.FindProperty(withExtra1),
serializedObject.FindProperty(withExtra2));
});
}
protected void Draw(string property,
string withExtra0,
string withExtra1,
string withExtra2,
string withExtra3,
Action<SerializedProperty, SerializedProperty, SerializedProperty, SerializedProperty,
SerializedProperty> drawer)
{
if (!ValidateProperties(property, withExtra0, withExtra1, withExtra2, withExtra3))
{
return;
}
Hide(withExtra0);
Hide(withExtra1);
Hide(withExtra2);
Hide(withExtra3);
Draw(property, p =>
{
drawer(p,
serializedObject.FindProperty(withExtra0),
serializedObject.FindProperty(withExtra1),
serializedObject.FindProperty(withExtra2),
serializedObject.FindProperty(withExtra3));
});
}
protected void Conditional(string boolPropName, bool showIf, params string[] toHide)
{
if (!ValidateProperties(boolPropName) || !ValidateProperties(toHide))
{
return;
}
var boolProp = serializedObject.FindProperty(boolPropName);
if (boolProp.propertyType != SerializedPropertyType.Boolean)
{
Debug.LogError(
$"Must provide a Boolean property to this Conditional method, but the property {boolPropName} had a type of {boolProp.propertyType}");
return;
}
List<Func<bool>> conditions;
foreach (var prop in toHide)
{
if (!_propertyDrawConditions.TryGetValue(prop, out conditions))
{
conditions = new List<Func<bool>>();
_propertyDrawConditions[prop] = conditions;
}
conditions.Add(() =>
{
if (boolProp.hasMultipleDifferentValues)
{
return false;
}
else
{
return boolProp.boolValue == showIf;
}
});
}
}
protected void Conditional<T>(string enumPropName, T showIf, params string[] toHide)
where T : Enum
{
if (!ValidateProperties(enumPropName) || !ValidateProperties(toHide))
{
return;
}
var enumProp = serializedObject.FindProperty(enumPropName);
if (enumProp.propertyType != SerializedPropertyType.Enum)
{
Debug.LogError(
$"Must provide a Boolean property to this Conditional method, but the property {enumPropName} had a type of {enumProp.propertyType}");
return;
}
List<Func<bool>> conditions;
foreach (var prop in toHide)
{
if (!_propertyDrawConditions.TryGetValue(prop, out conditions))
{
conditions = new List<Func<bool>>();
_propertyDrawConditions[prop] = conditions;
}
conditions.Add(() =>
{
if (enumProp.hasMultipleDifferentValues)
{
return false;
}
else
{
return enumProp.intValue == showIf.GetHashCode();
}
});
}
}
/// <summary>
/// Call in OnInit to specify a custom decorator for a single property. Before a property is drawn,
/// all of the decorators will be drawn first.
/// </summary>
protected void Decorate(string property, Action<SerializedProperty> decorator)
{
if (!ValidateProperties(property))
{
return;
}
List<Action<SerializedProperty>> decorators;
if (!_customDecorators.TryGetValue(property, out decorators))
{
decorators = new List<Action<SerializedProperty>>();
_customDecorators[property] = decorators;
}
decorators.Add(decorator);
}
/// <summary>
/// Call in OnInit to specify a custom grouping behaviour for a range of properties. Specify the first
/// and last property (inclusive) and the action to take BEFORE the first property is drawn, and the action
/// to take AFTER the last property is drawn.
/// </summary>
protected void Group(string firstProperty, string lastProperty, Action beginGroup,
Action endGroup)
{
if (!ValidateProperties(firstProperty) || !ValidateProperties(lastProperty))
{
return;
}
_groupBegins.Add(firstProperty, beginGroup);
_groupEnds.Add(lastProperty, endGroup);
}
/// <summary>
/// A utility version of the more generic Group method.
/// Call in OnInit to specify a range of properties that should be grouped within a styled vertical
/// layout group.
/// </summary>
protected void Group(string firstProperty, string lastProperty, GUIStyle style)
{
if (style == null)
{
Debug.LogError(
"Cannot provide a null style to EditorBase.Group. If you are acquiring a " +
"Style from the EditorStyles class, try calling Group from with on OnInit instead " +
"of from within OnEnable.");
return;
}
Group(firstProperty,
lastProperty,
() => EditorGUILayout.BeginVertical(style),
() => EditorGUILayout.EndVertical());
}
/// <summary>
/// Groups the given properties into a foldout with a given name.
/// </summary>
protected void Foldout(string firstProperty, string lastProperty, string foldoutName,
bool showByDefault = false)
{
Group(firstProperty,
lastProperty,
() =>
{
bool shouldShow;
if (!_foldouts.TryGetValue(foldoutName, out shouldShow))
{
shouldShow = showByDefault;
}
shouldShow = EditorGUILayout.Foldout(shouldShow, foldoutName);
_foldouts[foldoutName] = shouldShow;
EditorGUI.indentLevel++;
_currentStates.Push(shouldShow);
},
() =>
{
EditorGUI.indentLevel--;
_currentStates.Pop();
});
}
protected virtual void OnBeforeInspector() { }
protected virtual void OnAfterInspector(bool anyPropertiesModified) { }
#endregion
#region IMPLEMENTATION
[NonSerialized]
private bool _hasInitBeenCalled = false;
private HashSet<string> _hiddenProperties = new HashSet<string>();
private HashSet<string> _deferredProperties = new HashSet<string>();
private List<Action> _deferredActions = new List<Action>();
private Dictionary<string, bool> _foldouts = new Dictionary<string, bool>();
private Stack<bool> _currentStates = new Stack<bool>();
private Dictionary<string, Action<SerializedProperty>> _customDrawers =
new Dictionary<string, Action<SerializedProperty>>();
private Dictionary<string, List<Action<SerializedProperty>>> _customDecorators =
new Dictionary<string, List<Action<SerializedProperty>>>();
private Dictionary<string, Action> _groupBegins = new Dictionary<string, Action>();
private Dictionary<string, Action> _groupEnds = new Dictionary<string, Action>();
private Dictionary<string, List<Func<bool>>> _propertyDrawConditions =
new Dictionary<string, List<Func<bool>>>();
public override void OnInspectorGUI()
{
if (!_hasInitBeenCalled)
{
OnInit();
_hasInitBeenCalled = true;
}
SerializedProperty it = serializedObject.GetIterator();
it.NextVisible(enterChildren: true);
//Draw script header
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(it);
EditorGUI.EndDisabledGroup();
OnBeforeInspector();
EditorGUI.BeginChangeCheck();
while (it.NextVisible(enterChildren: false))
{
//Don't draw deferred properties in this pass, we will draw them after everything else
if (_deferredProperties.Contains(it.name))
{
continue;
}
DrawProperty(it);
}
foreach (var deferredAction in _deferredActions)
{
deferredAction();
}
bool anyModified = EditorGUI.EndChangeCheck();
OnAfterInspector(anyModified);
serializedObject.ApplyModifiedProperties();
}
private void DrawProperty(SerializedProperty property)
{
Action groupBeginAction;
if (_groupBegins.TryGetValue(property.name, out groupBeginAction))
{
groupBeginAction();
}
try
{
//Don't draw if we are in a property that is currently hidden by a foldout
if (_currentStates.Any(s => s == false))
{
return;
}
//Don't draw hidden properties
if (_hiddenProperties.Contains(property.name))
{
return;
}
List<Func<bool>> conditions;
if (_propertyDrawConditions.TryGetValue(property.name, out conditions))
{
foreach (var condition in conditions)
{
if (!condition())
{
return;
}
}
}
//First draw all decorators for the property
List<Action<SerializedProperty>> decorators;
if (_customDecorators.TryGetValue(property.name, out decorators))
{
foreach (var decorator in decorators)
{
decorator(property);
}
}
//Then draw the property itself, using a custom drawer if needed
Action<SerializedProperty> customDrawer;
if (_customDrawers.TryGetValue(property.name, out customDrawer))
{
customDrawer(property);
}
else
{
EditorGUILayout.PropertyField(property, includeChildren: true);
}
}
finally
{
Action groupEndAction;
if (_groupEnds.TryGetValue(property.name, out groupEndAction))
{
groupEndAction();
}
}
}
private bool ValidateProperties(params string[] properties)
{
foreach (var property in properties)
{
if (serializedObject.FindProperty(property) == null)
{
Debug.LogWarning(
$"Could not find property {property}, maybe it was deleted or renamed?");
return false;
}
}
return true;
}
#endregion
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Editor;
using Oculus.Interaction.Input;
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction.GrabAPI
{
[CustomPropertyDrawer(typeof(GrabbingRule))]
public class GrabbingRuleEditor : PropertyDrawer
{
private static Dictionary<string, bool> _unfolds = new Dictionary<string, bool>();
private static readonly string[] FINGER_PROPERTY_NAMES = new string[]
{
"_thumbRequirement",
"_indexRequirement",
"_middleRequirement",
"_ringRequirement",
"_pinkyRequirement",
};
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
InitializeUnfold(property);
if (_unfolds[property.propertyPath])
{
return EditorConstants.ROW_HEIGHT * (Constants.NUM_FINGERS + 2);
}
else
{
return EditorConstants.ROW_HEIGHT * 1;
}
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
InitializeUnfold(property);
Rect rowRect = new Rect(position.x, position.y, position.width, EditorConstants.ROW_HEIGHT);
_unfolds[property.propertyPath] = EditorGUI.Foldout(rowRect, _unfolds[property.propertyPath], label, true);
if (_unfolds[property.propertyPath])
{
EditorGUI.indentLevel++;
for (int i = 0; i < Constants.NUM_FINGERS; i++)
{
rowRect.y += EditorConstants.ROW_HEIGHT;
SerializedProperty finger = property.FindPropertyRelative(FINGER_PROPERTY_NAMES[i]);
HandFinger fingerID = (HandFinger)i;
FingerRequirement current = (FingerRequirement)finger.intValue;
FingerRequirement selected = (FingerRequirement)EditorGUI.EnumPopup(rowRect, $"{fingerID}: ", current);
finger.intValue = (int)selected;
}
rowRect.y += EditorConstants.ROW_HEIGHT;
DrawFlagProperty<FingerUnselectMode>(property, rowRect, "Unselect Mode", "_unselectMode", false);
EditorGUI.indentLevel--;
}
EditorGUI.EndProperty();
}
private void InitializeUnfold(SerializedProperty property)
{
if (!_unfolds.ContainsKey(property.propertyPath))
{
_unfolds.Add(property.propertyPath, false);
}
}
private void DrawFlagProperty<TEnum>(SerializedProperty parentProperty, Rect position, string title, string fieldName, bool isFlags) where TEnum : Enum
{
SerializedProperty fieldProperty = parentProperty.FindPropertyRelative(fieldName);
TEnum value = (TEnum)Enum.ToObject(typeof(TEnum), fieldProperty.intValue);
Enum selectedValue = isFlags ?
EditorGUI.EnumFlagsField(position, title, value)
: EditorGUI.EnumPopup(position, title, value);
fieldProperty.intValue = (int)Enum.ToObject(typeof(TEnum), selectedValue);
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEditor;
using UnityEngine;
using Oculus.Interaction.HandGrab.Visuals;
namespace Oculus.Interaction.HandGrab.Editor
{
public class HandGhostProviderUtils
{
public static bool TryGetDefaultProvider(out HandGhostProvider provider)
{
provider = null;
HandGhostProvider[] providers = Resources.FindObjectsOfTypeAll<HandGhostProvider>();
if (providers != null && providers.Length > 0)
{
provider = providers[0];
return true;
}
string[] assets = AssetDatabase.FindAssets($"t:{nameof(HandGhostProvider)}");
if (assets != null && assets.Length > 0)
{
string pathPath = AssetDatabase.GUIDToAssetPath(assets[0]);
provider = AssetDatabase.LoadAssetAtPath<HandGhostProvider>(pathPath);
}
return provider != null;
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction.HandGrab.Editor
{
[CanEditMultipleObjects]
[CustomEditor(typeof(HandGrabInteractable))]
public class HandGrabInteractableEditor : UnityEditor.Editor
{
private HandGrabInteractable _interactable;
private void Awake()
{
_interactable = target as HandGrabInteractable;
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
DrawGrabPosesMenu();
GUILayout.Space(20f);
DrawGenerationMenu();
}
private void DrawGrabPosesMenu()
{
if (GUILayout.Button("Refresh HandGrab Pose"))
{
_interactable.HandGrabPoses.Clear();
HandGrabPose[] handGrabPoses = _interactable.GetComponentsInChildren<HandGrabPose>();
_interactable.HandGrabPoses.AddRange(handGrabPoses);
}
if (GUILayout.Button("Add HandGrab Pose"))
{
if (_interactable.HandGrabPoses.Count > 0)
{
AddHandGrabPose(_interactable.HandGrabPoses[0]);
}
else
{
AddHandGrabPose();
}
}
if (GUILayout.Button("Replicate Default Scaled HandGrab Pose"))
{
if (_interactable.HandGrabPoses.Count > 0)
{
AddHandGrabPose(_interactable.HandGrabPoses[0], 0.8f);
AddHandGrabPose(_interactable.HandGrabPoses[0], 1.2f);
}
else
{
Debug.LogError("You have to provide a default HandGrabPose first!");
}
}
}
private void AddHandGrabPose(HandGrabPose copy = null, float? scale = null)
{
HandGrabPose point = _interactable.CreatePoint();
if (copy != null)
{
HandGrabPoseEditor.CloneHandGrabPose(copy, point);
if (scale.HasValue)
{
HandGrabPoseData scaledData = point.SaveData();
scaledData.scale = scale.Value;
point.LoadData(scaledData, copy.RelativeTo);
}
}
_interactable.HandGrabPoses.Add(point);
}
private void DrawGenerationMenu()
{
if (GUILayout.Button("Create Mirrored HandGrabInteractable"))
{
HandGrabInteractable mirrorInteractable =
HandGrabInteractable.Create(_interactable.RelativeTo,
$"{_interactable.gameObject.name}_mirror");
HandGrabInteractableData data = _interactable.SaveData();
data.poses = null;
mirrorInteractable.LoadData(data);
foreach (HandGrabPose point in _interactable.HandGrabPoses)
{
HandGrabPose mirrorPoint = mirrorInteractable.CreatePoint();
HandGrabPoseEditor.Mirror(point, mirrorPoint);
mirrorPoint.transform.SetParent(mirrorInteractable.transform);
mirrorInteractable.HandGrabPoses.Add(mirrorPoint);
}
}
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Editor;
using Oculus.Interaction.HandGrab.Visuals;
using Oculus.Interaction.Input;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction.HandGrab.Editor
{
[CustomEditor(typeof(HandGrabPose))]
public class HandGrabPoseEditor : UnityEditor.Editor
{
private HandGrabPose _handGrabPose;
private HandGhostProvider _ghostVisualsProvider;
private HandGhost _handGhost;
private Handedness _lastHandedness;
private int _editMode = 0;
private SerializedProperty _handPoseProperty;
private const float GIZMO_SCALE = 0.005f;
private static readonly string[] EDIT_MODES = new string[] { "Edit fingers", "Follow Surface" };
private void Awake()
{
_handGrabPose = target as HandGrabPose;
_handPoseProperty = serializedObject.FindProperty("_handPose");
AssignMissingGhostProvider();
}
private void OnDestroy()
{
DestroyGhost();
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (_handGrabPose.HandPose != null
&& _handPoseProperty != null)
{
EditorGUILayout.PropertyField(_handPoseProperty);
EditorGUILayout.Space();
DrawGhostMenu(_handGrabPose.HandPose, false);
}
else if (_handGhost != null)
{
DestroyGhost();
}
serializedObject.ApplyModifiedProperties();
}
private void DrawGhostMenu(HandPose handPose, bool forceCreate)
{
GUIStyle boldStyle = new GUIStyle(GUI.skin.label) { fontStyle = FontStyle.Bold };
EditorGUILayout.LabelField("Interactive Edition", boldStyle);
HandGhostProvider provider = EditorGUILayout.ObjectField("Ghost Provider", _ghostVisualsProvider, typeof(HandGhostProvider), false) as HandGhostProvider;
if (forceCreate
|| provider != _ghostVisualsProvider
|| _handGhost == null
|| _lastHandedness != handPose.Handedness)
{
RegenerateGhost(provider);
}
_lastHandedness = handPose.Handedness;
if (_handGrabPose.SnapSurface == null)
{
_editMode = 0;
}
else
{
_editMode = GUILayout.Toolbar(_editMode, EDIT_MODES);
}
}
public void OnSceneGUI()
{
if (SceneView.currentDrawingSceneView == null
|| _handGhost == null)
{
return;
}
if (_editMode == 0)
{
GhostEditFingers();
}
else if (_editMode == 1)
{
GhostFollowSurface();
}
}
#region generation
/// <summary>
/// Generates a new HandGrabPoseData that mirrors the provided one. Left hand becomes right hand and vice-versa.
/// The mirror axis is defined by the surface of the snap point, if any, if none a best-guess is provided
/// but note that it can then moved manually in the editor.
/// </summary>
/// <param name="originalPoint">The point to mirror</param>
/// <param name="originalPoint">The target HandGrabPose to set as mirrored of the originalPoint</param>
public static void Mirror(HandGrabPose originalPoint, HandGrabPose mirrorPoint)
{
HandPose handPose = originalPoint.HandPose;
Handedness oppositeHandedness = handPose.Handedness == Handedness.Left ? Handedness.Right : Handedness.Left;
HandGrabPoseData mirrorData = originalPoint.SaveData();
mirrorData.handPose.Handedness = oppositeHandedness;
if (originalPoint.SnapSurface != null)
{
mirrorData.gripPose = originalPoint.SnapSurface.MirrorPose(mirrorData.gripPose);
}
else
{
mirrorData.gripPose = mirrorData.gripPose.MirrorPoseRotation(Vector3.forward, Vector3.up);
Vector3 translation = Vector3.Project(mirrorData.gripPose.position, Vector3.right);
mirrorData.gripPose.position = mirrorData.gripPose.position - 2f * translation;
}
mirrorPoint.LoadData(mirrorData, originalPoint.RelativeTo);
if (originalPoint.SnapSurface != null)
{
Grab.GrabSurfaces.IGrabSurface mirroredSurface = originalPoint.SnapSurface.CreateMirroredSurface(mirrorPoint.gameObject);
mirrorPoint.InjectOptionalSurface(mirroredSurface);
}
}
public static void CloneHandGrabPose(HandGrabPose originalPoint, HandGrabPose targetPoint)
{
HandGrabPoseData mirrorData = originalPoint.SaveData();
targetPoint.LoadData(mirrorData, originalPoint.RelativeTo);
if (originalPoint.SnapSurface != null)
{
Grab.GrabSurfaces.IGrabSurface mirroredSurface = originalPoint.SnapSurface.CreateDuplicatedSurface(targetPoint.gameObject);
targetPoint.InjectOptionalSurface(mirroredSurface);
}
}
#endregion
#region ghost
private void AssignMissingGhostProvider()
{
if (_ghostVisualsProvider != null)
{
return;
}
HandGhostProviderUtils.TryGetDefaultProvider(out _ghostVisualsProvider);
}
private void RegenerateGhost(HandGhostProvider provider)
{
_ghostVisualsProvider = provider;
DestroyGhost();
CreateGhost();
}
private void CreateGhost()
{
if (_ghostVisualsProvider == null)
{
return;
}
HandGhost ghostPrototype = _ghostVisualsProvider.GetHand(_handGrabPose.HandPose.Handedness);
_handGhost = GameObject.Instantiate(ghostPrototype, _handGrabPose.transform);
_handGhost.gameObject.hideFlags = HideFlags.HideAndDontSave;
_handGhost.SetPose(_handGrabPose);
}
private void DestroyGhost()
{
if (_handGhost == null)
{
return;
}
GameObject.DestroyImmediate(_handGhost.gameObject);
_handGhost = null;
}
private void GhostFollowSurface()
{
if (_handGhost == null)
{
return;
}
Pose ghostTargetPose = _handGrabPose.RelativeGrip;
if (_handGrabPose.SnapSurface != null)
{
Vector3 mousePosition = Event.current.mousePosition;
Ray ray = HandleUtility.GUIPointToWorldRay(mousePosition);
Pose recorderPose = _handGrabPose.transform.GetPose();
if (_handGrabPose.SnapSurface.CalculateBestPoseAtSurface(ray, recorderPose, out Pose target))
{
_handGrabPose.RelativeTo.Delta(target, ref ghostTargetPose);
}
}
_handGhost.SetRootPose(ghostTargetPose, _handGrabPose.RelativeTo);
}
private void GhostEditFingers()
{
HandPuppet puppet = _handGhost.GetComponent<HandPuppet>();
if (puppet != null && puppet.JointMaps != null)
{
DrawBonesRotator(puppet.JointMaps);
}
}
private void DrawBonesRotator(List<HandJointMap> bones)
{
bool changed = false;
for (int i = 0; i < FingersMetadata.HAND_JOINT_IDS.Length; i++)
{
HandJointId joint = FingersMetadata.HAND_JOINT_IDS[i];
HandFinger finger = FingersMetadata.JOINT_TO_FINGER[(int)joint];
if (_handGrabPose.HandPose.FingersFreedom[(int)finger] == JointFreedom.Free)
{
continue;
}
HandJointMap jointMap = bones.Find(b => b.id == joint);
if (jointMap == null)
{
continue;
}
Transform transform = jointMap.transform;
transform.localRotation = jointMap.RotationOffset * _handGrabPose.HandPose.JointRotations[i];
Handles.color = EditorConstants.PRIMARY_COLOR;
Quaternion rotation = Handles.Disc(transform.rotation, transform.position,
transform.forward, GIZMO_SCALE, false, 0);
if (FingersMetadata.HAND_JOINT_CAN_SPREAD[i])
{
Handles.color = EditorConstants.SECONDARY_COLOR;
rotation = Handles.Disc(rotation, transform.position,
transform.up, GIZMO_SCALE, false, 0);
}
transform.rotation = rotation;
Quaternion finalRot = jointMap.TrackedRotation;
if (_handGrabPose.HandPose.JointRotations[i] != finalRot)
{
Undo.RecordObject(_handGrabPose, "Bone Rotation");
_handGrabPose.HandPose.JointRotations[i] = finalRot;
changed = true;
}
}
if (changed)
{
EditorUtility.SetDirty(_handGrabPose);
}
}
#endregion
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Editor;
using Oculus.Interaction.Input;
using System;
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction.HandGrab.Editor
{
[CustomPropertyDrawer(typeof(HandPose))]
public class HandPoseEditor : PropertyDrawer
{
private bool _foldedFreedom = true;
private bool _foldedRotations = false;
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
float multiplier = 4;
if (_foldedFreedom)
{
multiplier += Constants.NUM_FINGERS;
}
if (_foldedRotations)
{
multiplier += FingersMetadata.HAND_JOINT_IDS.Length;
}
return EditorConstants.ROW_HEIGHT * multiplier;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
Rect labelPos = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
EditorGUI.indentLevel++;
Rect rowRect = new Rect(position.x, labelPos.y + EditorConstants.ROW_HEIGHT, position.width, EditorConstants.ROW_HEIGHT);
DrawFlagProperty<Handedness>(property, rowRect, "Handedness:", "_handedness", false);
rowRect.y += EditorConstants.ROW_HEIGHT;
rowRect = DrawFingersFreedomMenu(property, rowRect);
rowRect = DrawJointAngles(property, rowRect);
EditorGUI.indentLevel--;
EditorGUI.EndProperty();
}
private Rect DrawFingersFreedomMenu(SerializedProperty property, Rect position)
{
_foldedFreedom = EditorGUI.Foldout(position, _foldedFreedom, "Fingers Freedom", true);
position.y += EditorConstants.ROW_HEIGHT;
if (_foldedFreedom)
{
SerializedProperty fingersFreedom = property.FindPropertyRelative("_fingersFreedom");
EditorGUI.indentLevel++;
for (int i = 0; i < Constants.NUM_FINGERS; i++)
{
SerializedProperty finger = fingersFreedom.GetArrayElementAtIndex(i);
HandFinger fingerID = (HandFinger)i;
JointFreedom current = (JointFreedom)finger.intValue;
JointFreedom selected = (JointFreedom)EditorGUI.EnumPopup(position, $"{fingerID}", current);
finger.intValue = (int)selected;
position.y += EditorConstants.ROW_HEIGHT;
}
EditorGUI.indentLevel--;
}
return position;
}
private Rect DrawJointAngles(SerializedProperty property, Rect position)
{
_foldedRotations = EditorGUI.Foldout(position, _foldedRotations, "Joint Angles", true);
position.y += EditorConstants.ROW_HEIGHT;
if (_foldedRotations)
{
SerializedProperty jointRotations = property.FindPropertyRelative("_jointRotations");
EditorGUI.indentLevel++;
for (int i = 0; i < FingersMetadata.HAND_JOINT_IDS.Length; i++)
{
SerializedProperty finger = jointRotations.GetArrayElementAtIndex(i);
HandJointId jointID = FingersMetadata.HAND_JOINT_IDS[i];
Vector3 current = finger.quaternionValue.eulerAngles;
Vector3 rotation = EditorGUI.Vector3Field(position, $"{jointID}", current);
finger.quaternionValue = Quaternion.Euler(rotation);
position.y += EditorConstants.ROW_HEIGHT;
}
EditorGUI.indentLevel--;
}
return position;
}
private void DrawFlagProperty<TEnum>(SerializedProperty parentProperty, Rect position, string title, string fieldName, bool isFlags) where TEnum : Enum
{
SerializedProperty fieldProperty = parentProperty.FindPropertyRelative(fieldName);
TEnum value = (TEnum)Enum.ToObject(typeof(TEnum), fieldProperty.intValue);
Enum selectedValue = isFlags ?
EditorGUI.EnumFlagsField(position, title, value)
: EditorGUI.EnumPopup(position, title, value);
fieldProperty.intValue = (int)Enum.ToObject(typeof(TEnum), selectedValue);
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction.HandGrab.Editor
{
public class HandWristOffsetUndoWizard : ScriptableWizard
{
[SerializeField]
private HandWristOffset _wristOffset;
[SerializeField]
private HandGrabPose _grabPose;
[MenuItem("Oculus/Interaction/HandWristOffset Undo Wizard")]
private static void CreateWizard()
{
ScriptableWizard.DisplayWizard<HandWristOffsetUndoWizard>("HandWristOffset Undo Wizard", "Close", "Undo Offset");
}
private void OnWizardCreate()
{
}
private void OnWizardOtherButton()
{
List<HandGrabPose> children = new List<HandGrabPose>(_grabPose.GetComponentsInChildren<HandGrabPose>());
children.Remove(_grabPose);
foreach (HandGrabPose childPoint in children)
{
if (childPoint == _grabPose)
{
continue;
}
childPoint.transform.SetParent(_grabPose.transform.parent, true);
UndoOffset(childPoint);
}
UndoOffset(_grabPose);
foreach (HandGrabPose childPoint in children)
{
childPoint.transform.SetParent(_grabPose.transform, true);
}
}
private void UndoOffset(HandGrabPose grabPose)
{
Pose offset = Pose.identity;
_wristOffset.GetOffset(ref offset, grabPose.HandPose.Handedness, grabPose.transform.localScale.x);
offset.Invert();
Undo.RecordObject(grabPose.transform, "Transform Changed");
Pose pose = grabPose.transform.GetPose(Space.Self);
pose.Premultiply(offset);
grabPose.transform.SetPose(pose, Space.Self);
EditorUtility.SetDirty(grabPose.transform);
}
}
}

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/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
using Oculus.Interaction.Editor;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction.Grab.GrabSurfaces.Editor
{
[CustomEditor(typeof(BezierGrabSurface))]
[CanEditMultipleObjects]
public class BezierGrabSurfaceEditor : UnityEditor.Editor
{
private BezierGrabSurface _surface;
private SerializedProperty _relativeToProperty;
private bool IsSelectedIndexValid => _selectedIndex >= 0 && _selectedIndex < _surface.ControlPoints.Count;
private int _selectedIndex = -1;
private const float PICK_SIZE = 0.1f;
private const float AXIS_SIZE = 0.5f;
private const int CURVE_STEPS = 50;
private void OnEnable()
{
_surface = (target as BezierGrabSurface);
_relativeToProperty = serializedObject.FindProperty("_relativeTo");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (GUILayout.Button("Add ControlPoint At Start"))
{
AddControlPoint(true);
}
if (GUILayout.Button("Add ControlPoint At End"))
{
AddControlPoint(false);
}
if (!IsSelectedIndexValid)
{
_selectedIndex = -1;
GUILayout.Label($"No Selected Point");
}
else
{
GUILayout.Label($"Selected Point: {_selectedIndex}");
if (GUILayout.Button("Align Selected Tangent"))
{
AlignTangent(_selectedIndex);
}
if (GUILayout.Button("Smooth Selected Tangent"))
{
SmoothTangent(_selectedIndex);
}
}
serializedObject.ApplyModifiedProperties();
}
public void OnSceneGUI()
{
Handles.color = EditorConstants.PRIMARY_COLOR;
Transform relative = _relativeToProperty.objectReferenceValue as Transform ?? _surface.transform;
Pose relativePose = relative.GetPose();
DrawEndsCaps(_surface.ControlPoints, relativePose);
if (Event.current.type == EventType.Repaint)
{
DrawCurve(_surface.ControlPoints, relativePose);
}
}
private void AddControlPoint(bool addFirst)
{
BezierControlPoint controlPoint = BezierControlPoint.DEFAULT;
if (_surface.ControlPoints.Count == 1)
{
controlPoint = _surface.ControlPoints[0];
controlPoint.pose.position += Vector3.forward;
}
else if (_surface.ControlPoints.Count > 1)
{
BezierControlPoint firstControlPoint;
BezierControlPoint secondControlPoint;
if (addFirst)
{
firstControlPoint = _surface.ControlPoints[1];
secondControlPoint = _surface.ControlPoints[0];
}
else
{
firstControlPoint = _surface.ControlPoints[_surface.ControlPoints.Count - 2];
secondControlPoint = _surface.ControlPoints[_surface.ControlPoints.Count - 1];
}
controlPoint.pose.position = 2 * secondControlPoint.pose.position - firstControlPoint.pose.position;
controlPoint.pose.rotation = secondControlPoint.pose.rotation;
}
if (addFirst)
{
_surface.ControlPoints.Insert(0, controlPoint);
_selectedIndex = 0;
}
else
{
_surface.ControlPoints.Add(controlPoint);
_selectedIndex = _surface.ControlPoints.Count - 1;
}
AlignTangent(_selectedIndex);
}
private void AlignTangent(int index)
{
BezierControlPoint controlPoint = _surface.ControlPoints[index];
BezierControlPoint nextControlPoint = _surface.ControlPoints[(index + 1) % _surface.ControlPoints.Count];
controlPoint.tangentPoint = (nextControlPoint.pose.position - controlPoint.pose.position) * 0.5f;
_surface.ControlPoints[index] = controlPoint;
}
private void SmoothTangent(int index)
{
BezierControlPoint controlPoint = _surface.ControlPoints[index];
BezierControlPoint prevControlPoint = _surface.ControlPoints[(index + _surface.ControlPoints.Count - 1) % _surface.ControlPoints.Count];
Vector3 prevTangent = prevControlPoint.pose.position + prevControlPoint.tangentPoint;
controlPoint.tangentPoint = (controlPoint.pose.position - prevTangent) * 0.5f;
_surface.ControlPoints[index] = controlPoint;
}
private void DrawEndsCaps(List<BezierControlPoint> controlPoints, in Pose relativePose)
{
Handles.color = EditorConstants.PRIMARY_COLOR;
for (int i = 0; i < controlPoints.Count; i++)
{
DrawControlPoint(i, relativePose);
}
Handles.color = EditorConstants.PRIMARY_COLOR_DISABLED;
if (IsSelectedIndexValid)
{
DrawControlPointHandles(_selectedIndex, relativePose);
DrawTangentLine(_selectedIndex, relativePose);
}
}
private void DrawCurve(List<BezierControlPoint> controlPoints, in Pose relativePose)
{
Handles.color = EditorConstants.PRIMARY_COLOR;
for (int i = 0; i < controlPoints.Count && controlPoints.Count > 1; i++)
{
BezierControlPoint fromControlPoint = _surface.ControlPoints[i];
Pose from = fromControlPoint.WorldSpacePose(relativePose);
BezierControlPoint toControlPoint = _surface.ControlPoints[(i + 1) % controlPoints.Count];
if (toControlPoint.disconnected)
{
continue;
}
Pose to = toControlPoint.WorldSpacePose(relativePose);
Vector3 tangent = from.position + relativePose.rotation * fromControlPoint.tangentPoint;
DrawBezier(from.position, tangent, to.position, CURVE_STEPS);
}
}
private void DrawBezier(Vector3 start, Vector3 middle, Vector3 end, int steps)
{
Vector3 from = start;
Vector3 to;
float t;
for (int i = 1; i < steps; i++)
{
t = i / (steps - 1f);
to = BezierGrabSurface.EvaluateBezier(start, middle, end, t);
#if UNITY_2020_2_OR_NEWER
Handles.DrawLine(from, to, EditorConstants.LINE_THICKNESS);
#else
Handles.DrawLine(from, to);
#endif
from = to;
}
}
private void DrawTangentLine(int index, in Pose relativePose)
{
BezierControlPoint controlPoint = _surface.ControlPoints[index];
Pose pose = controlPoint.WorldSpacePose(relativePose);
Vector3 center = pose.position;
Vector3 tangent = pose.position + relativePose.rotation * controlPoint.tangentPoint;
#if UNITY_2020_2_OR_NEWER
Handles.DrawLine(center, tangent, EditorConstants.LINE_THICKNESS);
#else
Handles.DrawLine(center, tangent);
#endif
}
private void DrawControlPoint(int index, in Pose relativePose)
{
BezierControlPoint controlPoint = _surface.ControlPoints[index];
Pose pose = controlPoint.WorldSpacePose(relativePose);
float handleSize = HandleUtility.GetHandleSize(pose.position);
Handles.color = EditorConstants.PRIMARY_COLOR;
if (Handles.Button(pose.position, pose.rotation, handleSize * PICK_SIZE, handleSize * PICK_SIZE, Handles.DotHandleCap))
{
_selectedIndex = index;
}
Handles.color = Color.red;
Handles.DrawLine(pose.position, pose.position + pose.right * handleSize * AXIS_SIZE);
Handles.color = Color.green;
Handles.DrawLine(pose.position, pose.position + pose.up * handleSize * AXIS_SIZE);
Handles.color = Color.blue;
Handles.DrawLine(pose.position, pose.position + pose.forward * handleSize * AXIS_SIZE);
}
private void DrawControlPointHandles(int index, in Pose relativePose)
{
BezierControlPoint controlPoint = _surface.ControlPoints[index];
Pose pose = controlPoint.WorldSpacePose(relativePose);
if (Tools.current == Tool.Move)
{
EditorGUI.BeginChangeCheck();
Quaternion pointRotation = Tools.pivotRotation == PivotRotation.Global ? Quaternion.identity : pose.rotation;
pose.position = Handles.PositionHandle(pose.position, pointRotation);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(_surface, "Change ControlPoint Position");
controlPoint.pose.position = Quaternion.Inverse(relativePose.rotation) * (pose.position - relativePose.position);
_surface.ControlPoints[index] = controlPoint;
}
}
else if (Tools.current == Tool.Rotate)
{
EditorGUI.BeginChangeCheck();
pose.rotation = Handles.RotationHandle(pose.rotation, pose.position);
pose.rotation.Normalize();
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(_surface, "Change ControlPoint Rotation");
controlPoint.pose.rotation = (Quaternion.Inverse(relativePose.rotation) * pose.rotation);
_surface.ControlPoints[index] = controlPoint;
}
}
Vector3 tangent = pose.position + relativePose.rotation * controlPoint.tangentPoint;
Quaternion tangentRotation = Tools.pivotRotation == PivotRotation.Global ? Quaternion.identity : relativePose.rotation;
EditorGUI.BeginChangeCheck();
tangent = Handles.PositionHandle(tangent, tangentRotation);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(_surface, "Change ControlPoint Tangent");
controlPoint.tangentPoint = Quaternion.Inverse(relativePose.rotation) * (tangent - pose.position);
_surface.ControlPoints[index] = controlPoint;
}
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Editor;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine;
namespace Oculus.Interaction.Grab.GrabSurfaces.Editor
{
[CustomEditor(typeof(BoxGrabSurface))]
[CanEditMultipleObjects]
public class BoxGrabSurfaceEditor : UnityEditor.Editor
{
private BoxBoundsHandle _boxHandle = new BoxBoundsHandle();
private BoxGrabSurface _surface;
private void OnEnable()
{
_boxHandle.handleColor = EditorConstants.PRIMARY_COLOR;
_boxHandle.wireframeColor = EditorConstants.PRIMARY_COLOR_DISABLED;
_boxHandle.axes = PrimitiveBoundsHandle.Axes.X | PrimitiveBoundsHandle.Axes.Z;
_surface = (target as BoxGrabSurface);
}
public void OnSceneGUI()
{
DrawRotator(_surface);
DrawBoxEditor(_surface);
DrawSlider(_surface);
if (Event.current.type == EventType.Repaint)
{
DrawSnapLines(_surface);
}
}
private void DrawSnapLines(BoxGrabSurface surface)
{
Handles.color = EditorConstants.PRIMARY_COLOR;
Vector3 rightAxis = surface.Rotation * Vector3.right;
Vector3 forwardAxis = surface.Rotation * Vector3.forward;
Vector3 forwardOffset = forwardAxis * surface.Size.z;
Vector3 bottomLeft = surface.transform.position - rightAxis * surface.Size.x * (1f - surface.WidthOffset);
Vector3 bottomRight = surface.transform.position + rightAxis * surface.Size.x * (surface.WidthOffset);
Vector3 topLeft = bottomLeft + forwardOffset;
Vector3 topRight = bottomRight + forwardOffset;
Handles.DrawLine(bottomLeft + rightAxis * surface.SnapOffset.y, bottomRight + rightAxis * surface.SnapOffset.x);
Handles.DrawLine(topLeft - rightAxis * surface.SnapOffset.x, topRight - rightAxis * surface.SnapOffset.y);
Handles.DrawLine(bottomLeft - forwardAxis * surface.SnapOffset.z, topLeft - forwardAxis * surface.SnapOffset.w);
Handles.DrawLine(bottomRight + forwardAxis * surface.SnapOffset.w, topRight + forwardAxis * surface.SnapOffset.z);
}
private void DrawSlider(BoxGrabSurface surface)
{
Handles.color = EditorConstants.PRIMARY_COLOR;
EditorGUI.BeginChangeCheck();
Vector3 rightDir = surface.Rotation * Vector3.right;
Vector3 forwardDir = surface.Rotation * Vector3.forward;
Vector3 bottomRight = surface.transform.position
+ rightDir * surface.Size.x * (surface.WidthOffset);
Vector3 bottomLeft = surface.transform.position
- rightDir * surface.Size.x * (1f - surface.WidthOffset);
Vector3 topRight = bottomRight + forwardDir * surface.Size.z;
Vector3 rightHandle = DrawOffsetHandle(bottomRight + rightDir * surface.SnapOffset.x, rightDir);
Vector3 leftHandle = DrawOffsetHandle(bottomLeft + rightDir * surface.SnapOffset.y, -rightDir);
Vector3 topHandle = DrawOffsetHandle(topRight + forwardDir * surface.SnapOffset.z, forwardDir);
Vector3 bottomHandle = DrawOffsetHandle(bottomRight + forwardDir * surface.SnapOffset.w, -forwardDir);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(surface, "Change Offset Box");
Vector4 offset = surface.SnapOffset;
offset.x = DistanceToHandle(bottomRight, rightHandle, rightDir);
offset.y = DistanceToHandle(bottomLeft, leftHandle, rightDir);
offset.z = DistanceToHandle(topRight, topHandle, forwardDir);
offset.w = DistanceToHandle(bottomRight, bottomHandle, forwardDir);
surface.SnapOffset = offset;
}
}
private Vector3 DrawOffsetHandle(Vector3 point, Vector3 dir)
{
float size = HandleUtility.GetHandleSize(point) * 0.2f;
return Handles.Slider(point, dir, size, Handles.ConeHandleCap, 0f);
}
private float DistanceToHandle(Vector3 origin, Vector3 handlePoint, Vector3 dir)
{
float distance = Vector3.Distance(origin, handlePoint);
if (Vector3.Dot(handlePoint - origin, dir) < 0f)
{
distance = -distance;
}
return distance;
}
private void DrawRotator(BoxGrabSurface surface)
{
EditorGUI.BeginChangeCheck();
Quaternion rotation = Handles.RotationHandle(surface.Rotation, surface.transform.position);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(surface, "Change Rotation Box");
surface.Rotation = rotation;
}
}
private void DrawBoxEditor(BoxGrabSurface surface)
{
Quaternion rot = surface.Rotation;
Vector3 size = surface.Size;
Vector3 snapP = surface.transform.position;
_boxHandle.size = size;
float widthPos = Mathf.Lerp(-size.x * 0.5f, size.x * 0.5f, surface.WidthOffset);
_boxHandle.center = new Vector3(widthPos, 0f, size.z * 0.5f);
Matrix4x4 handleMatrix = Matrix4x4.TRS(
snapP,
rot,
Vector3.one
);
using (new Handles.DrawingScope(handleMatrix))
{
EditorGUI.BeginChangeCheck();
_boxHandle.DrawHandle();
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(surface, "Change Box Properties");
surface.Size = _boxHandle.size;
float width = _boxHandle.size.x;
surface.WidthOffset = width != 0f ? (_boxHandle.center.x + width * 0.5f) / width : 0f;
}
}
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Editor;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine;
namespace Oculus.Interaction.Grab.GrabSurfaces.Editor
{
[CustomEditor(typeof(CylinderGrabSurface))]
[CanEditMultipleObjects]
public class CylinderGrabSurfaceEditor : UnityEditor.Editor
{
private const float DRAW_SURFACE_ANGULAR_RESOLUTION = 5f;
private ArcHandle _arcEndHandle = new ArcHandle();
private ArcHandle _arcStartHandle = new ArcHandle();
private Vector3[] _surfaceEdges;
private CylinderGrabSurface _surface;
private SerializedProperty _relativeToProperty;
private void OnEnable()
{
_arcStartHandle.SetColorWithRadiusHandle(EditorConstants.PRIMARY_COLOR_DISABLED, 0f);
_arcEndHandle.SetColorWithRadiusHandle(EditorConstants.PRIMARY_COLOR, 0f);
_surface = (target as CylinderGrabSurface);
_relativeToProperty = serializedObject.FindProperty("_relativeTo");
}
public void OnSceneGUI()
{
DrawEndsCaps(_surface);
float oldArcStart = _surface.ArcOffset;
float newArcStart = DrawArcEditor(_surface, _arcStartHandle,
oldArcStart, Quaternion.LookRotation(_surface.OriginalDir, _surface.Direction));
_surface.ArcOffset = newArcStart;
_surface.ArcLength -= newArcStart - oldArcStart;
_surface.ArcLength = DrawArcEditor(_surface, _arcEndHandle,
_surface.ArcLength, Quaternion.LookRotation(_surface.StartArcDir, _surface.Direction));
if (Event.current.type == EventType.Repaint)
{
DrawSurfaceVolume(_surface);
}
}
private void DrawEndsCaps(CylinderGrabSurface surface)
{
EditorGUI.BeginChangeCheck();
Transform relative = _relativeToProperty.objectReferenceValue as Transform ?? surface.transform;
Quaternion handleRotation = relative.rotation;
Vector3 startPosition = Handles.PositionHandle(surface.StartPoint, handleRotation);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(surface, "Change Start Cylinder Position");
surface.StartPoint = startPosition;
}
EditorGUI.BeginChangeCheck();
Vector3 endPosition = Handles.PositionHandle(surface.EndPoint, handleRotation);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(surface, "Change Start Cylinder Position");
surface.EndPoint = endPosition;
}
}
private void DrawSurfaceVolume(CylinderGrabSurface surface)
{
Vector3 start = surface.StartPoint;
Vector3 end = surface.EndPoint;
float radius = surface.Radius;
Handles.color = EditorConstants.PRIMARY_COLOR;
Handles.DrawWireArc(end,
surface.Direction,
surface.StartArcDir,
surface.ArcLength,
radius);
Handles.DrawLine(start, end);
Handles.DrawLine(start, start + surface.StartArcDir * radius);
Handles.DrawLine(start, start + surface.EndArcDir * radius);
Handles.DrawLine(end, end + surface.StartArcDir * radius);
Handles.DrawLine(end, end + surface.EndArcDir * radius);
int edgePoints = Mathf.CeilToInt((2 * surface.ArcLength) / DRAW_SURFACE_ANGULAR_RESOLUTION) + 3;
if (_surfaceEdges == null
|| _surfaceEdges.Length != edgePoints)
{
_surfaceEdges = new Vector3[edgePoints];
}
Handles.color = EditorConstants.PRIMARY_COLOR_DISABLED;
int i = 0;
for (float angle = 0f; angle < surface.ArcLength; angle += DRAW_SURFACE_ANGULAR_RESOLUTION)
{
Vector3 direction = Quaternion.AngleAxis(angle, surface.Direction) * surface.StartArcDir;
_surfaceEdges[i++] = start + direction * radius;
_surfaceEdges[i++] = end + direction * radius;
}
_surfaceEdges[i++] = start + surface.EndArcDir * radius;
_surfaceEdges[i++] = end + surface.EndArcDir * radius;
Handles.DrawPolyLine(_surfaceEdges);
}
private float DrawArcEditor(CylinderGrabSurface surface, ArcHandle handle, float inputAngle, Quaternion rotation)
{
handle.radius = surface.Radius;
handle.angle = inputAngle;
Matrix4x4 handleMatrix = Matrix4x4.TRS(
surface.StartPoint,
rotation,
Vector3.one
);
using (new Handles.DrawingScope(handleMatrix))
{
EditorGUI.BeginChangeCheck();
handle.DrawHandle();
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(surface, "Change Cylinder Properties");
return handle.angle;
}
}
return inputAngle;
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Editor;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine;
namespace Oculus.Interaction.Grab.GrabSurfaces.Editor
{
[CustomEditor(typeof(SphereGrabSurface))]
[CanEditMultipleObjects]
public class SphereGrabSurfaceEditor : UnityEditor.Editor
{
private SphereBoundsHandle _sphereHandle = new SphereBoundsHandle();
private SphereGrabSurface _surface;
private SerializedProperty _relativeToProperty;
private void OnEnable()
{
_sphereHandle.SetColor(EditorConstants.PRIMARY_COLOR);
_sphereHandle.midpointHandleDrawFunction = null;
_surface = (target as SphereGrabSurface);
_relativeToProperty = serializedObject.FindProperty("_relativeTo");
}
public void OnSceneGUI()
{
DrawCentre(_surface);
Handles.color = Color.white;
DrawSphereEditor(_surface);
if (Event.current.type == EventType.Repaint)
{
DrawSurfaceVolume(_surface);
}
}
private void DrawCentre(SphereGrabSurface surface)
{
EditorGUI.BeginChangeCheck();
Transform relative = _relativeToProperty.objectReferenceValue as Transform ?? surface.transform;
Quaternion handleRotation = relative.rotation;
Vector3 centrePosition = Handles.PositionHandle(surface.Centre, handleRotation);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(surface, "Change Centre Sphere Position");
surface.Centre = centrePosition;
}
}
private void DrawSurfaceVolume(SphereGrabSurface surface)
{
Handles.color = EditorConstants.PRIMARY_COLOR;
Vector3 startLine = surface.Centre;
Vector3 endLine = startLine + surface.Rotation * Vector3.forward * surface.Radius;
Handles.DrawDottedLine(startLine, endLine, 5);
}
private void DrawSphereEditor(SphereGrabSurface surface)
{
_sphereHandle.radius = surface.Radius;
_sphereHandle.center = surface.Centre;
EditorGUI.BeginChangeCheck();
_sphereHandle.DrawHandle();
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Input;
using UnityEditor;
using UnityEngine;
using System.Text.RegularExpressions;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System;
namespace Oculus.Interaction.HandGrab.Visuals.Editor
{
[CustomEditor(typeof(HandPuppet))]
public class HandPuppetEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
HandPuppet puppet = target as HandPuppet;
if (GUILayout.Button("Auto-Assign Bones"))
{
SkinnedMeshRenderer skinnedHand = puppet.GetComponentInChildren<SkinnedMeshRenderer>();
if (skinnedHand != null)
{
SetPrivateValue(puppet, "_jointMaps", AutoAsignBones(skinnedHand));
}
}
}
private List<HandJointMap> AutoAsignBones(SkinnedMeshRenderer skinnedHand)
{
List<HandJointMap> maps = new List<HandJointMap>();
Transform root = skinnedHand.rootBone;
Regex regEx = new Regex(@"Hand(\w*)(\d)");
foreach (var bone in FingersMetadata.HAND_JOINT_IDS)
{
Match match = regEx.Match(bone.ToString());
if (match != Match.Empty)
{
string boneName = match.Groups[1].Value.ToLower();
string boneNumber = match.Groups[2].Value;
Transform skinnedBone = RecursiveSearchForChildrenContainingPattern(root, "col", boneName, boneNumber);
if (skinnedBone != null)
{
maps.Add(new HandJointMap()
{
id = bone,
transform = skinnedBone,
rotationOffset = Vector3.zero
});
}
}
}
return maps;
}
private Transform RecursiveSearchForChildrenContainingPattern(Transform root, string ignorePattern, params string[] args)
{
if (root == null)
{
return null;
}
for (int i = 0; i < root.childCount; i++)
{
Transform child = root.GetChild(i);
string childName = child.name.ToLower();
bool shouldCheck = string.IsNullOrEmpty(ignorePattern)|| !childName.Contains(ignorePattern);
if (shouldCheck)
{
bool containsAllArgs = args.All(a => childName.Contains(a));
Transform result = containsAllArgs ? child
: RecursiveSearchForChildrenContainingPattern(child, ignorePattern, args);
if (result != null)
{
return result;
}
}
}
return null;
}
private static void SetPrivateValue(object instance, string fieldName, object value)
{
FieldInfo fieldData = GetPrivateField(instance, fieldName);
fieldData.SetValue(instance, value);
}
private static FieldInfo GetPrivateField(object instance, string fieldName)
{
Type type = instance.GetType();
FieldInfo fieldData = null;
while (type != null && fieldData == null)
{
fieldData = type.GetField(fieldName, BindingFlags.NonPublic | BindingFlags.Instance);
type = type.BaseType;
}
return fieldData;
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Input;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace Oculus.Interaction.Hands.Editor
{
[CustomEditor(typeof(FromHandPrefabDataSource))]
public class FromHandPrefabDataSourceEditor : UnityEditor.Editor
{
private SerializedProperty _handednessProperty;
private int HandednessIdx => _handednessProperty.enumValueIndex;
private void OnEnable()
{
_handednessProperty = serializedObject.FindProperty("_handedness");
}
public override void OnInspectorGUI()
{
DrawPropertiesExcluding(serializedObject);
serializedObject.ApplyModifiedProperties();
FromHandPrefabDataSource source = (FromHandPrefabDataSource)target;
InitializeSkeleton(source);
if (GUILayout.Button("Auto Map Joints"))
{
AutoMapJoints(source);
EditorUtility.SetDirty(source);
EditorSceneManager.MarkSceneDirty(source.gameObject.scene);
}
EditorGUILayout.LabelField("Joints", EditorStyles.boldLabel);
HandJointId start = HandJointId.HandStart;
HandJointId end = HandJointId.HandEnd;
for (int i = (int)start; i < (int)end; ++i)
{
string jointName = HandJointLabelFromJointId((HandJointId)i);
source.JointTransforms[i] = (Transform)EditorGUILayout.ObjectField(jointName,
source.JointTransforms[i], typeof(Transform), true);
}
}
private static readonly string[] _fbxHandSidePrefix = { "l_", "r_" };
private static readonly string _fbxHandBonePrefix = "b_";
private static readonly string[] _fbxHandBoneNames =
{
"wrist",
"forearm_stub",
"thumb0",
"thumb1",
"thumb2",
"thumb3",
"index1",
"index2",
"index3",
"middle1",
"middle2",
"middle3",
"ring1",
"ring2",
"ring3",
"pinky0",
"pinky1",
"pinky2",
"pinky3"
};
private static readonly string[] _fbxHandFingerNames =
{
"thumb",
"index",
"middle",
"ring",
"pinky"
};
private void InitializeSkeleton(FromHandPrefabDataSource source)
{
if (source.JointTransforms.Count == 0)
{
for (int i = (int)HandJointId.HandStart; i < (int)HandJointId.HandEnd; ++i)
{
source.JointTransforms.Add(null);
}
}
}
private void AutoMapJoints(FromHandPrefabDataSource source)
{
Transform rootTransform = source.transform;
for (int i = (int)HandJointId.HandStart; i < (int)HandJointId.HandEnd; ++i)
{
string fbxBoneName = FbxBoneNameFromHandJointId((HandJointId)i);
Transform t = rootTransform.FindChildRecursive(fbxBoneName);
source.JointTransforms[i] = t;
}
}
private string FbxBoneNameFromHandJointId(HandJointId handJointId)
{
if (handJointId >= HandJointId.HandThumbTip && handJointId <= HandJointId.HandPinkyTip)
{
return _fbxHandSidePrefix[(int)HandednessIdx] + _fbxHandFingerNames[(int)handJointId - (int)HandJointId.HandThumbTip] + "_finger_tip_marker";
}
else
{
return _fbxHandBonePrefix + _fbxHandSidePrefix[(int)HandednessIdx] + _fbxHandBoneNames[(int)handJointId];
}
}
// force aliased enum values to the more appropriate value
private static string HandJointLabelFromJointId(HandJointId handJointId)
{
switch (handJointId)
{
case HandJointId.HandWristRoot:
return "HandWristRoot";
case HandJointId.HandForearmStub:
return "HandForearmStub";
case HandJointId.HandThumb0:
return "HandThumb0";
case HandJointId.HandThumb1:
return "HandThumb1";
case HandJointId.HandThumb2:
return "HandThumb2";
case HandJointId.HandThumb3:
return "HandThumb3";
case HandJointId.HandIndex1:
return "HandIndex1";
case HandJointId.HandIndex2:
return "HandIndex2";
case HandJointId.HandIndex3:
return "HandIndex3";
case HandJointId.HandMiddle1:
return "HandMiddle1";
case HandJointId.HandMiddle2:
return "HandMiddle2";
case HandJointId.HandMiddle3:
return "HandMiddle3";
case HandJointId.HandRing1:
return "HandRing1";
case HandJointId.HandRing2:
return "HandRing2";
case HandJointId.HandRing3:
return "HandRing3";
case HandJointId.HandPinky0:
return "HandPinky0";
case HandJointId.HandPinky1:
return "HandPinky1";
case HandJointId.HandPinky2:
return "HandPinky2";
case HandJointId.HandPinky3:
return "HandPinky3";
case HandJointId.HandThumbTip:
return "HandThumbTip";
case HandJointId.HandIndexTip:
return "HandIndexTip";
case HandJointId.HandMiddleTip:
return "HandMiddleTip";
case HandJointId.HandRingTip:
return "HandRingTip";
case HandJointId.HandPinkyTip:
return "HandPinkyTip";
default:
return "HandUnknown";
}
}
}
}

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Input;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace Oculus.Interaction.Hands.Editor
{
[CustomEditor(typeof(HandVisual))]
public class HandVisualEditor : UnityEditor.Editor
{
private SerializedProperty _handProperty;
private SerializedProperty _rootProperty;
private IHand Hand => _handProperty.objectReferenceValue as IHand;
private void OnEnable()
{
_handProperty = serializedObject.FindProperty("_hand");
_rootProperty = serializedObject.FindProperty("_root");
}
public override void OnInspectorGUI()
{
DrawPropertiesExcluding(serializedObject);
serializedObject.ApplyModifiedProperties();
HandVisual visual = (HandVisual)target;
InitializeSkeleton(visual);
if (Hand == null)
{
return;
}
if (GUILayout.Button("Auto Map Joints"))
{
AutoMapJoints(visual);
EditorUtility.SetDirty(visual);
EditorSceneManager.MarkSceneDirty(visual.gameObject.scene);
}
EditorGUILayout.LabelField("Joints", EditorStyles.boldLabel);
HandJointId start = HandJointId.HandStart;
HandJointId end = HandJointId.HandEnd;
for (int i = (int)start; i < (int)end; ++i)
{
string jointName = HandJointLabelFromJointId((HandJointId)i);
visual.Joints[i] = (Transform)EditorGUILayout.ObjectField(jointName,
visual.Joints[i], typeof(Transform), true);
}
}
private static readonly string[] _fbxHandSidePrefix = { "l_", "r_" };
private static readonly string _fbxHandBonePrefix = "b_";
private static readonly string[] _fbxHandBoneNames =
{
"wrist",
"forearm_stub",
"thumb0",
"thumb1",
"thumb2",
"thumb3",
"index1",
"index2",
"index3",
"middle1",
"middle2",
"middle3",
"ring1",
"ring2",
"ring3",
"pinky0",
"pinky1",
"pinky2",
"pinky3"
};
private static readonly string[] _fbxHandFingerNames =
{
"thumb",
"index",
"middle",
"ring",
"pinky"
};
private void InitializeSkeleton(HandVisual visual)
{
if (visual.Joints.Count == 0)
{
for (int i = (int)HandJointId.HandStart; i < (int)HandJointId.HandEnd; ++i)
{
visual.Joints.Add(null);
}
}
}
private void AutoMapJoints(HandVisual visual)
{
if (Hand == null)
{
InitializeSkeleton(visual);
return;
}
Transform rootTransform = visual.transform;
if (_rootProperty.objectReferenceValue != null)
{
rootTransform = _rootProperty.objectReferenceValue as Transform;
}
for (int i = (int)HandJointId.HandStart; i < (int)HandJointId.HandEnd; ++i)
{
string fbxBoneName = FbxBoneNameFromHandJointId(visual, (HandJointId)i);
Transform t = rootTransform.FindChildRecursive(fbxBoneName);
visual.Joints[i] = t;
}
}
private string FbxBoneNameFromHandJointId(HandVisual visual, HandJointId handJointId)
{
if (handJointId >= HandJointId.HandThumbTip && handJointId <= HandJointId.HandPinkyTip)
{
return _fbxHandSidePrefix[(int)Hand.Handedness] + _fbxHandFingerNames[(int)handJointId - (int)HandJointId.HandThumbTip] + "_finger_tip_marker";
}
else
{
return _fbxHandBonePrefix + _fbxHandSidePrefix[(int)Hand.Handedness] + _fbxHandBoneNames[(int)handJointId];
}
}
// force aliased enum values to the more appropriate value
private static string HandJointLabelFromJointId(HandJointId handJointId)
{
switch (handJointId)
{
case HandJointId.HandWristRoot:
return "HandWristRoot";
case HandJointId.HandForearmStub:
return "HandForearmStub";
case HandJointId.HandThumb0:
return "HandThumb0";
case HandJointId.HandThumb1:
return "HandThumb1";
case HandJointId.HandThumb2:
return "HandThumb2";
case HandJointId.HandThumb3:
return "HandThumb3";
case HandJointId.HandIndex1:
return "HandIndex1";
case HandJointId.HandIndex2:
return "HandIndex2";
case HandJointId.HandIndex3:
return "HandIndex3";
case HandJointId.HandMiddle1:
return "HandMiddle1";
case HandJointId.HandMiddle2:
return "HandMiddle2";
case HandJointId.HandMiddle3:
return "HandMiddle3";
case HandJointId.HandRing1:
return "HandRing1";
case HandJointId.HandRing2:
return "HandRing2";
case HandJointId.HandRing3:
return "HandRing3";
case HandJointId.HandPinky0:
return "HandPinky0";
case HandJointId.HandPinky1:
return "HandPinky1";
case HandJointId.HandPinky2:
return "HandPinky2";
case HandJointId.HandPinky3:
return "HandPinky3";
case HandJointId.HandThumbTip:
return "HandThumbTip";
case HandJointId.HandIndexTip:
return "HandIndexTip";
case HandJointId.HandMiddleTip:
return "HandMiddleTip";
case HandJointId.HandRingTip:
return "HandRingTip";
case HandJointId.HandPinkyTip:
return "HandPinkyTip";
default:
return "HandUnknown";
}
}
}
}

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