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Xaver 2024-12-08 14:46:49 +01:00
parent d65c6f0500
commit 6c20c08496
387 changed files with 135932 additions and 0 deletions

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@ -565,3 +565,9 @@ FodyWeavers.xsd
# Built Visual Studio Code Extensions
*.vsix
pokeFight/.idea
pokeFight/.plastic
pokeFight/Library
pokeFight/UserSettings
pokeFight/build_BurstDebugInformation_DoNotShip

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Copyrights FreeStylized.com
Royalty Free License: The Following Texture(product) is Free to use for all Commercial and Non-Commercial purposes.
Please do give credit to FreeStylized.com when use any of the texture in your projects.
Do check our platform for more textures.
Thanks

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
public class HandleImageTracking : MonoBehaviour
{
[SerializeField]
ARTrackedImageManager m_TrackedImageManager;
public GameObject cube;
private MeshRenderer _meshRenderer;
void Start()
{
}
void OnEnable() => m_TrackedImageManager.trackedImagesChanged += OnChanged;
void OnDisable() => m_TrackedImageManager.trackedImagesChanged -= OnChanged;
void OnChanged(ARTrackedImagesChangedEventArgs eventArgs)
{
foreach (var newImage in eventArgs.added)
{
cube.transform.position = newImage.transform.position;
}
foreach (var updatedImage in eventArgs.updated)
{
cube.transform.position = updatedImage.transform.position;
}
foreach (var removedImage in eventArgs.removed)
{
// Handle removed event
}
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using UnityEngine.XR.Interaction.Toolkit.Utilities.Tweenables.Primitives;
namespace UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets
{
/// <summary>
/// Performs additional visual operations on the ARFeatheredPlane mesh, such as animated alpha fading.
/// </summary>
[RequireComponent(typeof(MeshRenderer))]
public class ARFeatheredPlaneMeshVisualizerCompanion : MonoBehaviour
{
[Tooltip("Renderer component on the ARFeatheredPlane prefab. Used to fetch the material to fade in/out.")]
[SerializeField]
Renderer m_PlaneRenderer;
/// <summary>
/// The Renderer component on the ARFeatheredPlane prefab. Used to fetch the material to fade in/out.
/// </summary>
public Renderer planeRenderer
{
get => m_PlaneRenderer;
set => m_PlaneRenderer = value;
}
[Tooltip("Fade in/out speed multiplier applied during the alpha tweening. The lower the value, the slower it works. A value of 1 is full speed (1 second).")]
[Range(0.1f, 1.0f)]
[SerializeField]
float m_FadeSpeed = 1f;
/// <summary>
/// Fade in/out speed multiplier applied during the alpha tweening.
/// The lower the value, the slower it works. A value of 1 is full speed (1 second).
/// </summary>
public float fadeSpeed
{
get => m_FadeSpeed;
set => m_FadeSpeed = value;
}
int m_ShaderAlphaPropertyID;
float m_SurfaceVisualAlpha = 1f;
float m_TweenProgress;
Material m_PlaneMaterial;
#pragma warning disable CS0618 // Type or member is obsolete -- affordance system to be replaced in a future XRI version
readonly FloatTweenableVariable m_AlphaTweenableVariable = new FloatTweenableVariable();
#pragma warning restore CS0618
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Awake()
{
m_ShaderAlphaPropertyID = Shader.PropertyToID("_PlaneAlpha");
m_PlaneMaterial = m_PlaneRenderer.material;
visualizeSurfaces = true;
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnDestroy()
{
m_AlphaTweenableVariable.Dispose();
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Update()
{
m_AlphaTweenableVariable.HandleTween(m_TweenProgress);
m_TweenProgress += Time.unscaledDeltaTime * m_FadeSpeed;
m_SurfaceVisualAlpha = m_AlphaTweenableVariable.Value;
m_PlaneMaterial.SetFloat(m_ShaderAlphaPropertyID, m_SurfaceVisualAlpha);
}
/// <summary>
/// Show plane surfaces if true, hide plane surfaces if false
/// </summary>
public bool visualizeSurfaces
{
set
{
m_TweenProgress = 0f;
m_AlphaTweenableVariable.target = value ? 1f : 0f;
m_AlphaTweenableVariable.HandleTween(0f);
}
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Inputs.Readers;
using UnityEngine.XR.Interaction.Toolkit.Interactors;
using UnityEngine.XR.Interaction.Toolkit.Samples.ARStarterAssets;
using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets;
/// <summary>
/// Handles dismissing the object menu when clicking out the UI bounds, and showing the
/// menu again when the create menu button is clicked after dismissal. Manages object deletion in the AR demo scene,
/// and also handles the toggling between the object creation menu button and the delete button.
/// </summary>
public class ARTemplateMenuManager : MonoBehaviour
{
[SerializeField]
[Tooltip("Button that opens the create menu.")]
Button m_CreateButton;
/// <summary>
/// Button that opens the create menu.
/// </summary>
public Button createButton
{
get => m_CreateButton;
set => m_CreateButton = value;
}
[SerializeField]
[Tooltip("Button that deletes a selected object.")]
Button m_DeleteButton;
/// <summary>
/// Button that deletes a selected object.
/// </summary>
public Button deleteButton
{
get => m_DeleteButton;
set => m_DeleteButton = value;
}
[SerializeField]
[Tooltip("The menu with all the creatable objects.")]
GameObject m_ObjectMenu;
/// <summary>
/// The menu with all the creatable objects.
/// </summary>
public GameObject objectMenu
{
get => m_ObjectMenu;
set => m_ObjectMenu = value;
}
[SerializeField]
[Tooltip("The modal with debug options.")]
GameObject m_ModalMenu;
/// <summary>
/// The modal with debug options.
/// </summary>
public GameObject modalMenu
{
get => m_ModalMenu;
set => m_ModalMenu = value;
}
[SerializeField]
[Tooltip("The animator for the object creation menu.")]
Animator m_ObjectMenuAnimator;
/// <summary>
/// The animator for the object creation menu.
/// </summary>
public Animator objectMenuAnimator
{
get => m_ObjectMenuAnimator;
set => m_ObjectMenuAnimator = value;
}
[SerializeField]
[Tooltip("The object spawner component in charge of spawning new objects.")]
ObjectSpawner m_ObjectSpawner;
/// <summary>
/// The object spawner component in charge of spawning new objects.
/// </summary>
public ObjectSpawner objectSpawner
{
get => m_ObjectSpawner;
set => m_ObjectSpawner = value;
}
[SerializeField]
[Tooltip("Button that closes the object creation menu.")]
Button m_CancelButton;
/// <summary>
/// Button that closes the object creation menu.
/// </summary>
public Button cancelButton
{
get => m_CancelButton;
set => m_CancelButton = value;
}
[SerializeField]
[Tooltip("The interaction group for the AR demo scene.")]
XRInteractionGroup m_InteractionGroup;
/// <summary>
/// The interaction group for the AR demo scene.
/// </summary>
public XRInteractionGroup interactionGroup
{
get => m_InteractionGroup;
set => m_InteractionGroup = value;
}
[SerializeField]
[Tooltip("The slider for activating plane debug visuals.")]
DebugSlider m_DebugPlaneSlider;
/// <summary>
/// The slider for activating plane debug visuals.
/// </summary>
public DebugSlider debugPlaneSlider
{
get => m_DebugPlaneSlider;
set => m_DebugPlaneSlider = value;
}
[SerializeField]
[Tooltip("The plane prefab with shadows and debug visuals.")]
GameObject m_DebugPlane;
/// <summary>
/// The plane prefab with shadows and debug visuals.
/// </summary>
public GameObject debugPlane
{
get => m_DebugPlane;
set => m_DebugPlane = value;
}
[SerializeField]
[Tooltip("The plane manager in the AR demo scene.")]
ARPlaneManager m_PlaneManager;
/// <summary>
/// The plane manager in the AR demo scene.
/// </summary>
public ARPlaneManager planeManager
{
get => m_PlaneManager;
set => m_PlaneManager = value;
}
[SerializeField]
[Tooltip("The AR debug menu.")]
ARDebugMenu m_DebugMenu;
/// <summary>
/// The AR debug menu.
/// </summary>
public ARDebugMenu debugMenu
{
get => m_DebugMenu;
set => m_DebugMenu = value;
}
[SerializeField]
[Tooltip("The slider for activating the debug menu.")]
DebugSlider m_DebugMenuSlider;
/// <summary>
/// The slider for activating the debug menu.
/// </summary>
public DebugSlider debugMenuSlider
{
get => m_DebugMenuSlider;
set => m_DebugMenuSlider = value;
}
[SerializeField]
XRInputValueReader<Vector2> m_TapStartPositionInput = new XRInputValueReader<Vector2>("Tap Start Position");
/// <summary>
/// Input to use for the screen tap start position.
/// </summary>
/// <seealso cref="TouchscreenGestureInputController.tapStartPosition"/>
public XRInputValueReader<Vector2> tapStartPositionInput
{
get => m_TapStartPositionInput;
set => XRInputReaderUtility.SetInputProperty(ref m_TapStartPositionInput, value, this);
}
[SerializeField]
XRInputValueReader<Vector2> m_DragCurrentPositionInput = new XRInputValueReader<Vector2>("Drag Current Position");
/// <summary>
/// Input to use for the screen tap start position.
/// </summary>
/// <seealso cref="TouchscreenGestureInputController.dragCurrentPosition"/>
public XRInputValueReader<Vector2> dragCurrentPositionInput
{
get => m_DragCurrentPositionInput;
set => XRInputReaderUtility.SetInputProperty(ref m_DragCurrentPositionInput, value, this);
}
bool m_IsPointerOverUI;
bool m_ShowObjectMenu;
bool m_ShowOptionsModal;
bool m_InitializingDebugMenu;
Vector2 m_ObjectButtonOffset = Vector2.zero;
Vector2 m_ObjectMenuOffset = Vector2.zero;
readonly List<ARFeatheredPlaneMeshVisualizerCompanion> featheredPlaneMeshVisualizerCompanions = new List<ARFeatheredPlaneMeshVisualizerCompanion>();
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnEnable()
{
m_CreateButton.onClick.AddListener(ShowMenu);
m_CancelButton.onClick.AddListener(HideMenu);
m_DeleteButton.onClick.AddListener(DeleteFocusedObject);
m_PlaneManager.planesChanged += OnPlaneChanged;
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void OnDisable()
{
m_ShowObjectMenu = false;
m_CreateButton.onClick.RemoveListener(ShowMenu);
m_CancelButton.onClick.RemoveListener(HideMenu);
m_DeleteButton.onClick.RemoveListener(DeleteFocusedObject);
m_PlaneManager.planesChanged -= OnPlaneChanged;
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Start()
{
// Auto turn on/off debug menu. We want it initially active so it calls into 'Start', which will
// allow us to move the menu properties later if the debug menu is turned on.
m_DebugMenu.gameObject.SetActive(true);
m_InitializingDebugMenu = true;
InitializeDebugMenuOffsets();
HideMenu();
m_PlaneManager.planePrefab = m_DebugPlane;
}
/// <summary>
/// See <see cref="MonoBehaviour"/>.
/// </summary>
void Update()
{
if (m_InitializingDebugMenu)
{
m_DebugMenu.gameObject.SetActive(false);
m_InitializingDebugMenu = false;
}
if (m_ShowObjectMenu || m_ShowOptionsModal)
{
if (!m_IsPointerOverUI && (m_TapStartPositionInput.TryReadValue(out _) || m_DragCurrentPositionInput.TryReadValue(out _)))
{
if (m_ShowObjectMenu)
HideMenu();
if (m_ShowOptionsModal)
m_ModalMenu.SetActive(false);
}
if (m_ShowObjectMenu)
{
m_DeleteButton.gameObject.SetActive(false);
}
else
{
m_DeleteButton.gameObject.SetActive(m_InteractionGroup?.focusInteractable != null);
}
m_IsPointerOverUI = EventSystem.current != null && EventSystem.current.IsPointerOverGameObject(-1);
}
else
{
m_IsPointerOverUI = false;
m_CreateButton.gameObject.SetActive(true);
m_DeleteButton.gameObject.SetActive(m_InteractionGroup?.focusInteractable != null);
}
if (!m_IsPointerOverUI && m_ShowOptionsModal)
{
m_IsPointerOverUI = EventSystem.current != null && EventSystem.current.IsPointerOverGameObject(-1);
}
}
/// <summary>
/// Set the index of the object in the list on the ObjectSpawner to a specific value.
/// This is effectively an override of the default behavior or randomly spawning an object.
/// </summary>
/// <param name="objectIndex">The index in the array of the object to spawn with the ObjectSpawner</param>
public void SetObjectToSpawn(int objectIndex)
{
if (m_ObjectSpawner == null)
{
Debug.LogWarning("Object Spawner not configured correctly: no ObjectSpawner set.");
}
else
{
if (m_ObjectSpawner.objectPrefabs.Count > objectIndex)
{
m_ObjectSpawner.spawnOptionIndex = objectIndex;
}
else
{
Debug.LogWarning("Object Spawner not configured correctly: object index larger than number of Object Prefabs.");
}
}
HideMenu();
}
void ShowMenu()
{
m_ShowObjectMenu = true;
m_ObjectMenu.SetActive(true);
if (!m_ObjectMenuAnimator.GetBool("Show"))
{
m_ObjectMenuAnimator.SetBool("Show", true);
}
AdjustARDebugMenuPosition();
}
/// <summary>
/// Shows or hides the menu modal when the options button is clicked.
/// </summary>
public void ShowHideModal()
{
if (m_ModalMenu.activeSelf)
{
m_ShowOptionsModal = false;
m_ModalMenu.SetActive(false);
}
else
{
m_ShowOptionsModal = true;
m_ModalMenu.SetActive(true);
}
}
/// <summary>
/// Shows or hides the plane debug visuals.
/// </summary>
public void ShowHideDebugPlane()
{
if (m_DebugPlaneSlider.value == 1)
{
m_DebugPlaneSlider.value = 0;
ChangePlaneVisibility(false);
}
else
{
m_DebugPlaneSlider.value = 1;
ChangePlaneVisibility(true);
}
}
/// <summary>
/// Shows or hides the AR debug menu.
/// </summary>
public void ShowHideDebugMenu()
{
if (m_DebugMenu.gameObject.activeSelf)
{
m_DebugMenuSlider.value = 0;
m_DebugMenu.gameObject.SetActive(false);
}
else
{
m_DebugMenuSlider.value = 1;
m_DebugMenu.gameObject.SetActive(true);
AdjustARDebugMenuPosition();
}
}
/// <summary>
/// Clear all created objects in the scene.
/// </summary>
public void ClearAllObjects()
{
foreach (Transform child in m_ObjectSpawner.transform)
{
Destroy(child.gameObject);
}
}
/// <summary>
/// Triggers hide animation for menu.
/// </summary>
public void HideMenu()
{
m_ObjectMenuAnimator.SetBool("Show", false);
m_ShowObjectMenu = false;
AdjustARDebugMenuPosition();
}
void ChangePlaneVisibility(bool setVisible)
{
var count = featheredPlaneMeshVisualizerCompanions.Count;
for (int i = 0; i < count; ++i)
{
featheredPlaneMeshVisualizerCompanions[i].visualizeSurfaces = setVisible;
}
}
void DeleteFocusedObject()
{
var currentFocusedObject = m_InteractionGroup.focusInteractable;
if (currentFocusedObject != null)
{
Destroy(currentFocusedObject.transform.gameObject);
}
}
void InitializeDebugMenuOffsets()
{
if (m_CreateButton.TryGetComponent<RectTransform>(out var buttonRect))
m_ObjectButtonOffset = new Vector2(0f, buttonRect.anchoredPosition.y + buttonRect.rect.height + 10f);
else
m_ObjectButtonOffset = new Vector2(0f, 200f);
if (m_ObjectMenu.TryGetComponent<RectTransform>(out var menuRect))
m_ObjectMenuOffset = new Vector2(0f, menuRect.anchoredPosition.y + menuRect.rect.height + 10f);
else
m_ObjectMenuOffset = new Vector2(0f, 345f);
}
void AdjustARDebugMenuPosition()
{
float screenWidthInInches = Screen.width / Screen.dpi;
if (screenWidthInInches < 5)
{
Vector2 menuOffset = m_ShowObjectMenu ? m_ObjectMenuOffset : m_ObjectButtonOffset;
if (m_DebugMenu.toolbar.TryGetComponent<RectTransform>(out var rect))
{
rect.anchorMin = new Vector2(0.5f, 0);
rect.anchorMax = new Vector2(0.5f, 0);
rect.eulerAngles = new Vector3(rect.eulerAngles.x, rect.eulerAngles.y, 90);
rect.anchoredPosition = new Vector2(0, 20) + menuOffset;
}
if (m_DebugMenu.displayInfoMenuButton.TryGetComponent<RectTransform>(out var infoMenuButtonRect))
infoMenuButtonRect.localEulerAngles = new Vector3(infoMenuButtonRect.localEulerAngles.x, infoMenuButtonRect.localEulerAngles.y, -90);
if (m_DebugMenu.displayConfigurationsMenuButton.TryGetComponent<RectTransform>(out var configurationsMenuButtonRect))
configurationsMenuButtonRect.localEulerAngles = new Vector3(configurationsMenuButtonRect.localEulerAngles.x, configurationsMenuButtonRect.localEulerAngles.y, -90);
if (m_DebugMenu.displayCameraConfigurationsMenuButton.TryGetComponent<RectTransform>(out var cameraConfigurationsMenuButtonRect))
cameraConfigurationsMenuButtonRect.localEulerAngles = new Vector3(cameraConfigurationsMenuButtonRect.localEulerAngles.x, cameraConfigurationsMenuButtonRect.localEulerAngles.y, -90);
if (m_DebugMenu.displayDebugOptionsMenuButton.TryGetComponent<RectTransform>(out var debugOptionsMenuButtonRect))
debugOptionsMenuButtonRect.localEulerAngles = new Vector3(debugOptionsMenuButtonRect.localEulerAngles.x, debugOptionsMenuButtonRect.localEulerAngles.y, -90);
if (m_DebugMenu.infoMenu.TryGetComponent<RectTransform>(out var infoMenuRect))
{
infoMenuRect.anchorMin = new Vector2(0.5f, 0);
infoMenuRect.anchorMax = new Vector2(0.5f, 0);
infoMenuRect.pivot = new Vector2(0.5f, 0);
infoMenuRect.anchoredPosition = new Vector2(0, 150) + menuOffset;
}
if (m_DebugMenu.configurationMenu.TryGetComponent<RectTransform>(out var configurationsMenuRect))
{
configurationsMenuRect.anchorMin = new Vector2(0.5f, 0);
configurationsMenuRect.anchorMax = new Vector2(0.5f, 0);
configurationsMenuRect.pivot = new Vector2(0.5f, 0);
configurationsMenuRect.anchoredPosition = new Vector2(0, 150) + menuOffset;
}
if (m_DebugMenu.cameraConfigurationMenu.TryGetComponent<RectTransform>(out var cameraConfigurationsMenuRect))
{
cameraConfigurationsMenuRect.anchorMin = new Vector2(0.5f, 0);
cameraConfigurationsMenuRect.anchorMax = new Vector2(0.5f, 0);
cameraConfigurationsMenuRect.pivot = new Vector2(0.5f, 0);
cameraConfigurationsMenuRect.anchoredPosition = new Vector2(0, 150) + menuOffset;
}
if (m_DebugMenu.debugOptionsMenu.TryGetComponent<RectTransform>(out var debugOptionsMenuRect))
{
debugOptionsMenuRect.anchorMin = new Vector2(0.5f, 0);
debugOptionsMenuRect.anchorMax = new Vector2(0.5f, 0);
debugOptionsMenuRect.pivot = new Vector2(0.5f, 0);
debugOptionsMenuRect.anchoredPosition = new Vector2(0, 150) + menuOffset;
}
}
}
void OnPlaneChanged(ARPlanesChangedEventArgs eventArgs)
{
if (eventArgs.added.Count > 0)
{
foreach (var plane in eventArgs.added)
{
if (plane.TryGetComponent<ARFeatheredPlaneMeshVisualizerCompanion>(out var visualizer))
{
featheredPlaneMeshVisualizerCompanions.Add(visualizer);
visualizer.visualizeSurfaces = (m_DebugPlaneSlider.value != 0);
}
}
}
if (eventArgs.removed.Count > 0)
{
foreach (var plane in eventArgs.removed)
{
if (plane.TryGetComponent<ARFeatheredPlaneMeshVisualizerCompanion>(out var visualizer))
featheredPlaneMeshVisualizerCompanions.Remove(visualizer);
}
}
// Fallback if the counts do not match after an update
if (m_PlaneManager.trackables.count != featheredPlaneMeshVisualizerCompanions.Count)
{
featheredPlaneMeshVisualizerCompanions.Clear();
foreach (var trackable in m_PlaneManager.trackables)
{
if (trackable.TryGetComponent<ARFeatheredPlaneMeshVisualizerCompanion>(out var visualizer))
{
featheredPlaneMeshVisualizerCompanions.Add(visualizer);
visualizer.visualizeSurfaces = (m_DebugPlaneSlider.value != 0);
}
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets;
/// <summary>
/// Onboarding goal to be achieved as part of the <see cref="GoalManager"/>.
/// </summary>
public struct Goal
{
/// <summary>
/// Goal state this goal represents.
/// </summary>
public GoalManager.OnboardingGoals CurrentGoal;
/// <summary>
/// This denotes whether a goal has been completed.
/// </summary>
public bool Completed;
/// <summary>
/// Creates a new Goal with the specified <see cref="GoalManager.OnboardingGoals"/>.
/// </summary>
/// <param name="goal">The <see cref="GoalManager.OnboardingGoals"/> state to assign to this Goal.</param>
public Goal(GoalManager.OnboardingGoals goal)
{
CurrentGoal = goal;
Completed = false;
}
}
/// <summary>
/// The GoalManager cycles through a list of Goals, each representing
/// an <see cref="GoalManager.OnboardingGoals"/> state to be completed by the user.
/// </summary>
public class GoalManager : MonoBehaviour
{
/// <summary>
/// State representation for the onboarding goals for the GoalManager.
/// </summary>
public enum OnboardingGoals
{
/// <summary>
/// Current empty scene
/// </summary>
Empty,
/// <summary>
/// Find/scan for AR surfaces
/// </summary>
FindSurfaces,
/// <summary>
/// Tap a surface to spawn an object
/// </summary>
TapSurface,
/// <summary>
/// Show movement hints
/// </summary>
Hints,
/// <summary>
/// Show scale and rotate hints
/// </summary>
Scale
}
/// <summary>
/// Individual step instructions to show as part of a goal.
/// </summary>
[Serializable]
public class Step
{
/// <summary>
/// The GameObject to enable and show the user in order to complete the goal.
/// </summary>
[SerializeField]
public GameObject stepObject;
/// <summary>
/// The text to display on the button shown in the step instructions.
/// </summary>
[SerializeField]
public string buttonText;
/// <summary>
/// This indicates whether to show an additional button to skip the current goal/step.
/// </summary>
[SerializeField]
public bool includeSkipButton;
}
[Tooltip("List of Goals/Steps to complete as part of the user onboarding.")]
[SerializeField]
List<Step> m_StepList = new List<Step>();
/// <summary>
/// List of Goals/Steps to complete as part of the user onboarding.
/// </summary>
public List<Step> stepList
{
get => m_StepList;
set => m_StepList = value;
}
[Tooltip("Object Spawner used to detect whether the spawning goal has been achieved.")]
[SerializeField]
ObjectSpawner m_ObjectSpawner;
/// <summary>
/// Object Spawner used to detect whether the spawning goal has been achieved.
/// </summary>
public ObjectSpawner objectSpawner
{
get => m_ObjectSpawner;
set => m_ObjectSpawner = value;
}
[Tooltip("The greeting prompt Game Object to show when onboarding begins.")]
[SerializeField]
GameObject m_GreetingPrompt;
/// <summary>
/// The greeting prompt Game Object to show when onboarding begins.
/// </summary>
public GameObject greetingPrompt
{
get => m_GreetingPrompt;
set => m_GreetingPrompt = value;
}
[Tooltip("The Options Button to enable once the greeting prompt is dismissed.")]
[SerializeField]
GameObject m_OptionsButton;
/// <summary>
/// The Options Button to enable once the greeting prompt is dismissed.
/// </summary>
public GameObject optionsButton
{
get => m_OptionsButton;
set => m_OptionsButton = value;
}
[Tooltip("The Create Button to enable once the greeting prompt is dismissed.")]
[SerializeField]
GameObject m_CreateButton;
/// <summary>
/// The Create Button to enable once the greeting prompt is dismissed.
/// </summary>
public GameObject createButton
{
get => m_CreateButton;
set => m_CreateButton = value;
}
[Tooltip("The AR Template Menu Manager object to enable once the greeting prompt is dismissed.")]
[SerializeField]
ARTemplateMenuManager m_MenuManager;
/// <summary>
/// The AR Template Menu Manager object to enable once the greeting prompt is dismissed.
/// </summary>
public ARTemplateMenuManager menuManager
{
get => m_MenuManager;
set => m_MenuManager = value;
}
const int k_NumberOfSurfacesTappedToCompleteGoal = 1;
Queue<Goal> m_OnboardingGoals;
Coroutine m_CurrentCoroutine;
Goal m_CurrentGoal;
bool m_AllGoalsFinished;
int m_SurfacesTapped;
int m_CurrentGoalIndex = 0;
void Update()
{
if (Pointer.current != null && Pointer.current.press.wasPressedThisFrame && !m_AllGoalsFinished && (m_CurrentGoal.CurrentGoal == OnboardingGoals.FindSurfaces || m_CurrentGoal.CurrentGoal == OnboardingGoals.Hints || m_CurrentGoal.CurrentGoal == OnboardingGoals.Scale))
{
if (m_CurrentCoroutine != null)
{
StopCoroutine(m_CurrentCoroutine);
}
CompleteGoal();
}
}
void CompleteGoal()
{
if (m_CurrentGoal.CurrentGoal == OnboardingGoals.TapSurface)
m_ObjectSpawner.objectSpawned -= OnObjectSpawned;
m_CurrentGoal.Completed = true;
m_CurrentGoalIndex++;
if (m_OnboardingGoals.Count > 0)
{
m_CurrentGoal = m_OnboardingGoals.Dequeue();
m_StepList[m_CurrentGoalIndex - 1].stepObject.SetActive(false);
m_StepList[m_CurrentGoalIndex].stepObject.SetActive(true);
}
else
{
m_StepList[m_CurrentGoalIndex - 1].stepObject.SetActive(false);
m_AllGoalsFinished = true;
return;
}
PreprocessGoal();
}
void PreprocessGoal()
{
if (m_CurrentGoal.CurrentGoal == OnboardingGoals.FindSurfaces)
{
m_CurrentCoroutine = StartCoroutine(WaitUntilNextCard(5f));
}
else if (m_CurrentGoal.CurrentGoal == OnboardingGoals.Hints)
{
m_CurrentCoroutine = StartCoroutine(WaitUntilNextCard(6f));
}
else if (m_CurrentGoal.CurrentGoal == OnboardingGoals.Scale)
{
m_CurrentCoroutine = StartCoroutine(WaitUntilNextCard(8f));
}
else if (m_CurrentGoal.CurrentGoal == OnboardingGoals.TapSurface)
{
m_SurfacesTapped = 0;
m_ObjectSpawner.objectSpawned += OnObjectSpawned;
}
}
/// <summary>
/// Tells the Goal Manager to wait for a specific number of seconds before completing
/// the goal and showing the next card.
/// </summary>
/// <param name="seconds">The number of seconds to wait before showing the card.</param>
/// <returns>Returns an IEnumerator for the current coroutine running.</returns>
public IEnumerator WaitUntilNextCard(float seconds)
{
yield return new WaitForSeconds(seconds);
if (!Pointer.current.press.wasPressedThisFrame)
{
m_CurrentCoroutine = null;
CompleteGoal();
}
}
/// <summary>
/// Forces the completion of the current goal and moves to the next.
/// </summary>
public void ForceCompleteGoal()
{
CompleteGoal();
}
void OnObjectSpawned(GameObject spawnedObject)
{
m_SurfacesTapped++;
if (m_CurrentGoal.CurrentGoal == OnboardingGoals.TapSurface && m_SurfacesTapped >= k_NumberOfSurfacesTappedToCompleteGoal)
{
CompleteGoal();
}
}
/// <summary>
/// Triggers a restart of the onboarding/coaching process.
/// </summary>
public void StartCoaching()
{
if (m_OnboardingGoals != null)
{
m_OnboardingGoals.Clear();
}
m_OnboardingGoals = new Queue<Goal>();
if (!m_AllGoalsFinished)
{
var findSurfaceGoal = new Goal(OnboardingGoals.FindSurfaces);
m_OnboardingGoals.Enqueue(findSurfaceGoal);
}
int startingStep = m_AllGoalsFinished ? 1 : 0;
var tapSurfaceGoal = new Goal(OnboardingGoals.TapSurface);
var translateHintsGoal = new Goal(OnboardingGoals.Hints);
var scaleHintsGoal = new Goal(OnboardingGoals.Scale);
var rotateHintsGoal = new Goal(OnboardingGoals.Hints);
m_OnboardingGoals.Enqueue(tapSurfaceGoal);
m_OnboardingGoals.Enqueue(translateHintsGoal);
m_OnboardingGoals.Enqueue(scaleHintsGoal);
m_OnboardingGoals.Enqueue(rotateHintsGoal);
m_CurrentGoal = m_OnboardingGoals.Dequeue();
m_AllGoalsFinished = false;
m_CurrentGoalIndex = startingStep;
m_GreetingPrompt.SetActive(false);
m_OptionsButton.SetActive(true);
m_CreateButton.SetActive(true);
m_MenuManager.enabled = true;
for (int i = startingStep; i < m_StepList.Count; i++)
{
if (i == startingStep)
{
m_StepList[i].stepObject.SetActive(true);
PreprocessGoal();
}
else
{
m_StepList[i].stepObject.SetActive(false);
}
}
}
}

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struct appdata
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UNITY_VERTEX_INPUT_INSTANCE_ID
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v2f vert (appdata v)
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UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
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fixed4 frag (v2f i) : SV_Target
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return fixed4(0.0, 0.0, 0.0, 0.0);
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#ifndef CUSTOM_LIGHTING_INCLUDED
#define CUSTOM_LIGHTING_INCLUDED
void MainLightShadows_float (float3 WorldPos, out float Shadows)
{
#ifdef SHADERGRAPH_PREVIEW // Draws to the ShaderGraph preview
Shadows = 1;
#else // Draws to the scene & game views
#if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)
float4 shadowCoord = ComputeScreenPos(TransformWorldToHClip(WorldPos));
#else
float4 shadowCoords = TransformWorldToShadowCoord(WorldPos);
#endif
Shadows = MainLightShadow(shadowCoords, WorldPos, half4(1,1,1,1), _MainLightOcclusionProbes);
#endif
}
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Shader "URP Shadow Receiver"
{
Properties
{
_ShadowColor ("Shadow Color", Color) = (0.35, 0.4, 0.45, 1.0)
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "Transparent"
"Queue" = "Transparent-1"
}
Pass
{
Name "ForwardLit"
Tags
{
"LightMode" = "UniversalForward"
}
Blend DstColor Zero, Zero One
Cull Back
ZTest LEqual
ZWrite Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _SHADOWS_SOFT
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
CBUFFER_END
struct Attributes
{
half4 positionOS : POSITION;
};
struct Varyings
{
half4 positionCS : SV_POSITION;
half3 positionWS : TEXCOORD0;
};
Varyings vert(Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
return output;
}
half4 frag(Varyings input) : SV_Target
{
half4 color = half4(1, 1, 1, 1);
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(_MAIN_LIGHT_SHADOWS_CASCADE) || defined(_MAIN_LIGHT_SHADOWS_SCREEN))
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = input.positionWS;
float4 shadowCoord = GetShadowCoord(vertexInput);
half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
color = lerp(half4(1, 1, 1, 1), _ShadowColor, (1.0 - shadowAttenutation) * _ShadowColor.a);
#endif
return color;
}
ENDHLSL
}
}
}

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Copyright (c) 2016-2019 The Inter Project Authors (me@rsms.me)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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View File

@ -0,0 +1,21 @@
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
namespace Unity.AR.Companion.Mobile
{
class CutoutMaskUI : Image
{
static readonly int k_StencilComp = Shader.PropertyToID("_StencilComp");
public override Material materialForRendering
{
get
{
var renderingMaterial = new Material(base.materialForRendering);
renderingMaterial.SetInt(k_StencilComp, (int)CompareFunction.NotEqual);
return renderingMaterial;
}
}
}
}

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