Minor - Add Assets And Support Dual Screen

This commit is contained in:
2026-02-03 16:15:50 +01:00
parent 76132c2cbe
commit 7a3d9e54c4
1039 changed files with 149985 additions and 21327 deletions

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namespace Assets.MobileOptimizedWater.Scripts
{
using UnityEngine;
public class AnimationStarter : MonoBehaviour
{
[SerializeField] private Animator animator;
[SerializeField] private Motion animation;
public void Awake()
{
animator.Play(animation.name);
}
}
}

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namespace Assets.MobileOptimizedWater.Scripts
{
using UnityEngine;
using UnityEngine.UI;
public class CameraDepthSlider : MonoBehaviour
{
[SerializeField] private Slider slider;
[SerializeField] private Transform cameraTransform;
[Space]
[SerializeField] private float minDistance;
[SerializeField] private float maxDistance;
[Space]
[SerializeField] private float scrollDelta;
[SerializeField] private float scrollSpeed;
private Vector3 cameraDirectionToRoot;
private float currentScrollSpeed;
private float currentValue;
public void Awake()
{
cameraDirectionToRoot = cameraTransform.localPosition.normalized;
slider.value = 0.2f;
OnSliderValueChanged();
}
public void OnSliderValueChanged()
{
UpdateDepthPosition(slider.value);
}
#if UNITY_EDITOR
public void Update()
{
if (Input.GetKey(KeyCode.W))
{
currentScrollSpeed = Mathf.Lerp(currentScrollSpeed, currentScrollSpeed + scrollDelta, Time.deltaTime * scrollSpeed);
UpdateDepthPosition(Mathf.Lerp(currentValue, currentValue + currentScrollSpeed, Time.deltaTime * scrollSpeed));
}
else if (Input.GetKey(KeyCode.S))
{
currentScrollSpeed = Mathf.Lerp(currentScrollSpeed, currentScrollSpeed + scrollDelta, Time.deltaTime * scrollSpeed);
UpdateDepthPosition(Mathf.Lerp(currentValue, currentValue - currentScrollSpeed, Time.deltaTime * scrollSpeed));
}
currentScrollSpeed = 0f;
}
#endif
private void UpdateDepthPosition(float value)
{
currentValue = Mathf.Clamp(value, 0f, 1f);
cameraTransform.localPosition = cameraDirectionToRoot * Mathf.Lerp(minDistance, maxDistance, currentValue);
}
}
}

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namespace Assets.MobileOptimizedWater.Scripts
{
using UnityEngine;
public class CameraRotator : MonoBehaviour
{
[SerializeField] private float speed = 5f;
public void Update()
{
var angles = transform.eulerAngles;
angles.y += Time.deltaTime * speed;
transform.eulerAngles = angles;
}
}
}

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namespace Assets.Scripts.Helpers
{
using UnityEngine;
public class FPSCounter
{
private const float Frequency = 0.1f;
private const int DataSize = 100;
private float[] fpsData;
private float[] deltaTimeData;
private float timer;
private int index;
private int lastFrameCount;
private float lastTime;
public FPSCounter()
{
index = 0;
timer = 0f;
fpsData = new float[DataSize];
deltaTimeData = new float[DataSize];
}
public float Fps
{
get { return fpsData[Mathf.Max(index - 1, 0)]; }
}
public void Update(float deltaTime)
{
timer += deltaTime;
if (timer >= Frequency)
{
var timeSpan = Time.realtimeSinceStartup - lastTime;
var frameCount = Time.frameCount - lastFrameCount;
fpsData[index] = frameCount / timeSpan;
deltaTimeData[index] = timer;
index = (index + 1) % DataSize;
lastFrameCount = Time.frameCount;
lastTime = Time.realtimeSinceStartup;
timer = 0f;
}
}
/// <summary>
/// Return average fps for last N seconds.
/// </summary>
/// <param name="forLastSec">Last seconds for calculating.</param>
/// <returns>Average fps for last N seconds.</returns>
public float GetAverageFps(float forLastSec)
{
var fpsSum = 0f;
var timeSum = 0f;
var localIndex = index - 1;
var totalDataCount = 0;
while (timeSum <= forLastSec)
{
if (localIndex < 0)
{
localIndex += DataSize;
}
fpsSum += fpsData[localIndex];
timeSum += deltaTimeData[localIndex];
localIndex--;
totalDataCount++;
if (totalDataCount == DataSize)
{
Debug.LogWarning("Too few data to calculate average fps for such long term.");
break;
}
}
return fpsSum / totalDataCount;
}
}
}

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namespace Assets.MobileOptimizedWater.Scripts
{
using Assets.Scripts.Helpers;
using UnityEngine;
using UnityEngine.UI;
public class FPSUI : MonoBehaviour
{
[SerializeField] private Text fpsText;
private FPSCounter fpsCounter;
public void Awake()
{
fpsCounter = new FPSCounter();
}
public void Update()
{
fpsCounter.Update(Time.deltaTime);
fpsText.text = "Fps: " + fpsCounter.GetAverageFps(1f).ToString("###");
}
}
}

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namespace Assets.MobileOptimizedWater.Scripts
{
using UnityEngine;
public class TouchRotator : MonoBehaviour
{
[SerializeField] private Transform cameraRoot;
[SerializeField] private float speed;
[SerializeField] private float mouseSpeed;
private Vector3 prevMousePos;
#if !UNITY_EDITOR
public void Update()
{
if (Input.touchCount > 0 && Input.GetTouch(0).position.x < Screen.width * 0.9f)
{
var deltaPos = Input.GetTouch(0).deltaPosition;
var deltaRotation = new Vector3(-deltaPos.y, deltaPos.x) * Time.deltaTime * speed;
var rotation = cameraRoot.eulerAngles + deltaRotation;
cameraRoot.eulerAngles = new Vector3(Mathf.Clamp(rotation.x, 0f, 90f), rotation.y);
}
}
#else
public void Update()
{
if (Input.GetKey(KeyCode.LeftAlt))
{
var deltaPos = Input.mousePosition - prevMousePos;
var deltaRotation = new Vector3(-deltaPos.y, deltaPos.x) * Time.deltaTime * mouseSpeed;
var rotation = cameraRoot.eulerAngles + deltaRotation;
cameraRoot.eulerAngles = new Vector3(Mathf.Clamp(rotation.x, 0f, 90f), rotation.y);
}
prevMousePos = Input.mousePosition;
}
#endif
}
}

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namespace Assets.Scripts.Water
{
using UnityEngine;
/// <summary>
/// Area that belongs to some water
/// </summary>
public class WaterArea : MonoBehaviour
{
/// <summary>
/// Water shader properties of the water this area belong
/// </summary>
[SerializeField] private WaterPropertyBlockSetter waterProperties;
public MaterialPropertyBlock WaterPropertyBlock
{
get { return waterProperties.MaterialPropertyBlock; }
}
}
}

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namespace Assets.Scripts.Water
{
using UnityEngine;
/// <summary>
/// This class switchs material of dynamic objects if they enter or exit any water area
/// After switching to water material it pushes water area properties to dynamic object material
/// It allows objects to be under the lake or be in the different water
/// Also switching material to diffuse after exiting the water gives a bit performance
/// </summary>
public class WaterMaterialSwitcher : MonoBehaviour
{
[SerializeField] private Renderer renderer;
[SerializeField] private Material waterMaterial;
[SerializeField] private Material diffuseMaterial;
private MaterialPropertyBlock defaulPropertyBlock;
public void Awake()
{
defaulPropertyBlock = new MaterialPropertyBlock();
renderer.GetPropertyBlock(defaulPropertyBlock);
}
public void OnTriggerEnter(Collider collider)
{
if (collider.tag == "Water")
{
var waterPropertyBlock = collider.GetComponent<WaterArea>().WaterPropertyBlock;
renderer.sharedMaterial = waterMaterial;
renderer.SetPropertyBlock(waterPropertyBlock);
}
}
public void OnTriggerExit(Collider collider)
{
if (collider.tag == "Water")
{
renderer.sharedMaterial = diffuseMaterial;
renderer.SetPropertyBlock(defaulPropertyBlock);
}
}
}
}

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namespace Assets.Scripts.Water
{
using UnityEngine;
/// <summary>
/// This class helps you to set water properties for a lot of materials at the same time.
/// So you don't have to make it for each independently.
/// Put it on the scene, add renderers and set up your water.
/// </summary>
[ExecuteInEditMode]
public class WaterPropertyBlockSetter : MonoBehaviour
{
[SerializeField] private Renderer[] waterRenderers;
[Space]
[SerializeField] private Color waterColor;
[SerializeField] private Texture waterTex;
[SerializeField] private Vector2 waterTile;
[Range(0, 1)][SerializeField] private float textureVisibility;
[Space]
[SerializeField] private Texture distortionTex;
[SerializeField] private Vector2 distortionTile;
[Space]
[SerializeField] private float waterHeight;
[SerializeField] private float waterDeep;
[Range(0, 0.1f)][SerializeField] private float waterDepthParam;
[Range(0, 1)][SerializeField] private float waterMinAlpha;
[Space]
[SerializeField] private Color borderColor;
[Range(0, 1)][SerializeField] private float borderWidth;
[Space]
[SerializeField] private Vector2 moveDirection;
private MaterialPropertyBlock materialPropertyBlock;
public MaterialPropertyBlock MaterialPropertyBlock
{
get { return materialPropertyBlock; }
}
public void Awake()
{
materialPropertyBlock = new MaterialPropertyBlock();
SetUpPropertyBlock(materialPropertyBlock);
if (waterRenderers != null)
{
for (var i = 0; i < waterRenderers.Length; i++)
{
waterRenderers[i].SetPropertyBlock(materialPropertyBlock);
}
}
}
#if UNITY_EDITOR
public void OnEnable()
{
materialPropertyBlock = new MaterialPropertyBlock();
SetUpPropertyBlock(materialPropertyBlock);
}
public void Update()
{
SetUpPropertyBlock(materialPropertyBlock);
if (waterRenderers != null)
{
for (var i = 0; i < waterRenderers.Length; i++)
{
waterRenderers[i].SetPropertyBlock(materialPropertyBlock);
}
}
}
#endif
private void SetUpPropertyBlock(MaterialPropertyBlock propertyBlock)
{
propertyBlock.SetColor("_WaterColor", waterColor);
propertyBlock.SetColor("_BorderColor", borderColor);
propertyBlock.SetVector("_Tiling", waterTile);
propertyBlock.SetVector("_DistTiling", distortionTile);
propertyBlock.SetVector("_MoveDirection", new Vector4(moveDirection.x, 0f, moveDirection.y, 0f));
if (waterTex != null)
{
propertyBlock.SetTexture("_WaterTex", waterTex);
}
if (distortionTex != null)
{
propertyBlock.SetTexture("_DistTex", distortionTex);
}
propertyBlock.SetFloat("_TextureVisibility", textureVisibility);
propertyBlock.SetFloat("_WaterHeight", waterHeight);
propertyBlock.SetFloat("_WaterDeep", waterDeep);
propertyBlock.SetFloat("_WaterDepth", waterDepthParam);
propertyBlock.SetFloat("_WaterMinAlpha", waterMinAlpha);
propertyBlock.SetFloat("_BorderWidth", borderWidth);
}
}
}

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