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pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/Configuration/Config.cs b/Assets/Script/Configuration/Config.cs index 02c0866..034bffe 100644 --- a/Assets/Script/Configuration/Config.cs +++ b/Assets/Script/Configuration/Config.cs @@ -20,7 +20,7 @@ public class Config public float HandZ = 0; public float PlayerHeight = 0; public int Skybox = 0; - public int Enviroment = 0; + public int Enviroment = 1; public float HapticDuration = 0.1f; public float HapticAmplitude = 0.75f; public int TouchSampleRate = 3; diff --git a/Assets/Script/Configuration/ConfigManager.cs b/Assets/Script/Configuration/ConfigManager.cs index 00dc209..2605b08 100644 --- a/Assets/Script/Configuration/ConfigManager.cs +++ b/Assets/Script/Configuration/ConfigManager.cs @@ -44,18 +44,16 @@ public class ConfigManager : MonoBehaviour private static void LoadFile() { Debug.Log("Loading config file"); - if (File.Exists(GetFileName())) + if (!File.Exists(GetFileName()) || JsonConvert.DeserializeObject(File.ReadAllText(GetFileName())) == null) { - Debug.Log("Config file exists"); - config = JsonConvert.DeserializeObject(File.ReadAllText(GetFileName())); - } - else - { - Debug.Log("Config file does not exist"); + Debug.Log("Config file does not exist or is corrupted"); config = new Config(); - SaveFileWait(); + saveFile(); Debug.Log("Config file created"); } + Debug.Log("Found config file"); + config = JsonConvert.DeserializeObject(File.ReadAllText(GetFileName())); + Debug.Log("Config file loaded"); } public static string GetFileName() { @@ -67,7 +65,7 @@ public class ConfigManager : MonoBehaviour saverTimer = 0; //Debug.Log("Saving config file"); } - public void saveFile() + public static void saveFile() { File.WriteAllText(GetFileName(), JsonConvert.SerializeObject(config, Formatting.Indented)); Debug.Log("Config file saved"); diff --git a/Assets/Script/Configuration/EnviromentManager.cs b/Assets/Script/Configuration/EnviromentManager.cs index c34e20c..81650db 100644 --- a/Assets/Script/Configuration/EnviromentManager.cs +++ b/Assets/Script/Configuration/EnviromentManager.cs @@ -4,7 +4,6 @@ using UnityEngine; using TMPro; using System.IO; -[RequireComponent(typeof(TMP_Dropdown))] public class EnviromentManager : MonoBehaviour { private TMP_Dropdown Dropdown; @@ -16,7 +15,8 @@ public class EnviromentManager : MonoBehaviour private List enviromentFiles = new List(); void Start() { - Dropdown = GetComponent(); + var dropdownWidget = ConfigManager.GetConfigPanelWidget("Enviroment"); + Dropdown = dropdownWidget.GetComponent(); AddEnviorments(); Dropdown.onValueChanged.AddListener((int value) => { if (value == 0) diff --git a/Assets/Script/Essential/PrefabLightmapData.cs b/Assets/Script/Essential/PrefabLightmapData.cs new file mode 100644 index 0000000..1658872 --- /dev/null +++ b/Assets/Script/Essential/PrefabLightmapData.cs @@ -0,0 +1,287 @@ +//Source: https://github.com/Ayfel/PrefabLightmapping +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; +using UnityEngine.SceneManagement; + +[ExecuteAlways] +public class PrefabLightmapData : MonoBehaviour +{ + [System.Serializable] + struct RendererInfo + { + public Renderer renderer; + public int lightmapIndex; + public Vector4 lightmapOffsetScale; + } + [System.Serializable] + struct LightInfo + { + public Light light; + public int lightmapBaketype; + public int mixedLightingMode; + } + + [SerializeField] + RendererInfo[] m_RendererInfo; + [SerializeField] + Texture2D[] m_Lightmaps; + [SerializeField] + Texture2D[] m_LightmapsDir; + [SerializeField] + Texture2D[] m_ShadowMasks; + [SerializeField] + LightInfo[] m_LightInfo; + + + void Awake() + { + Init(); + } + + public void Init() + { + if (m_RendererInfo == null || m_RendererInfo.Length == 0) + return; + + var lightmaps = LightmapSettings.lightmaps; + int[] offsetsindexes = new int[m_Lightmaps.Length]; + int counttotal = lightmaps.Length; + List combinedLightmaps = new List(); + + for (int i = 0; i < m_Lightmaps.Length; i++) + { + bool exists = false; + for (int j = 0; j < lightmaps.Length; j++) + { + + if (m_Lightmaps[i] == lightmaps[j].lightmapColor) + { + exists = true; + offsetsindexes[i] = j; + + } + + } + if (!exists) + { + offsetsindexes[i] = counttotal; + var newlightmapdata = new LightmapData + { + lightmapColor = m_Lightmaps[i], + lightmapDir = m_LightmapsDir.Length == m_Lightmaps.Length ? m_LightmapsDir[i] : default(Texture2D), + shadowMask = m_ShadowMasks.Length == m_Lightmaps.Length ? m_ShadowMasks[i] : default(Texture2D), + }; + + combinedLightmaps.Add(newlightmapdata); + + counttotal += 1; + + + } + + } + + var combinedLightmaps2 = new LightmapData[counttotal]; + + lightmaps.CopyTo(combinedLightmaps2, 0); + combinedLightmaps.ToArray().CopyTo(combinedLightmaps2, lightmaps.Length); + + bool directional=true; + + foreach(Texture2D t in m_LightmapsDir) + { + if (t == null) + { + directional = false; + break; + } + } + + LightmapSettings.lightmapsMode = (m_LightmapsDir.Length == m_Lightmaps.Length && directional) ? LightmapsMode.CombinedDirectional : LightmapsMode.NonDirectional; + ApplyRendererInfo(m_RendererInfo, offsetsindexes, m_LightInfo); + LightmapSettings.lightmaps = combinedLightmaps2; + } + + void OnEnable() + { + + SceneManager.sceneLoaded += OnSceneLoaded; + + } + + // called second + void OnSceneLoaded(Scene scene, LoadSceneMode mode) + { + Init(); + } + + // called when the game is terminated + void OnDisable() + { + SceneManager.sceneLoaded -= OnSceneLoaded; + } + + + + static void ApplyRendererInfo(RendererInfo[] infos, int[] lightmapOffsetIndex, LightInfo[] lightsInfo) + { + for (int i = 0; i < infos.Length; i++) + { + var info = infos[i]; + + info.renderer.lightmapIndex = lightmapOffsetIndex[info.lightmapIndex]; + info.renderer.lightmapScaleOffset = info.lightmapOffsetScale; + + // You have to release shaders. + Material[] mat = info.renderer.sharedMaterials; + for (int j = 0; j < mat.Length; j++) + { + if (mat[j] != null && Shader.Find(mat[j].shader.name) != null) + mat[j].shader = Shader.Find(mat[j].shader.name); + } + + } + + for (int i = 0; i < lightsInfo.Length; i++) + { + LightBakingOutput bakingOutput = new LightBakingOutput(); + bakingOutput.isBaked = true; + bakingOutput.lightmapBakeType = (LightmapBakeType)lightsInfo[i].lightmapBaketype; + bakingOutput.mixedLightingMode = (MixedLightingMode)lightsInfo[i].mixedLightingMode; + + lightsInfo[i].light.bakingOutput = bakingOutput; + + } + + + } + +#if UNITY_EDITOR + [UnityEditor.MenuItem("Assets/Bake Prefab Lightmaps")] + static void GenerateLightmapInfo() + { + if (UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand) + { + Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled."); + return; + } + UnityEditor.Lightmapping.Bake(); + + PrefabLightmapData[] prefabs = FindObjectsOfType(); + + foreach (var instance in prefabs) + { + var gameObject = instance.gameObject; + var rendererInfos = new List(); + var lightmaps = new List(); + var lightmapsDir = new List(); + var shadowMasks = new List(); + var lightsInfos = new List(); + + GenerateLightmapInfo(gameObject, rendererInfos, lightmaps, lightmapsDir, shadowMasks, lightsInfos); + + instance.m_RendererInfo = rendererInfos.ToArray(); + instance.m_Lightmaps = lightmaps.ToArray(); + instance.m_LightmapsDir = lightmapsDir.ToArray(); + instance.m_LightInfo = lightsInfos.ToArray(); + instance.m_ShadowMasks = shadowMasks.ToArray(); +#if UNITY_2018_3_OR_NEWER + var targetPrefab = PrefabUtility.GetCorrespondingObjectFromOriginalSource(instance.gameObject) as GameObject; + if (targetPrefab != null) + { + GameObject root = PrefabUtility.GetOutermostPrefabInstanceRoot(instance.gameObject);// 根结点 + //如果当前预制体是是某个嵌套预制体的一部分(IsPartOfPrefabInstance) + if (root != null) + { + GameObject rootPrefab = PrefabUtility.GetCorrespondingObjectFromSource(instance.gameObject); + string rootPath = AssetDatabase.GetAssetPath(rootPrefab); + //打开根部预制体 + PrefabUtility.UnpackPrefabInstanceAndReturnNewOutermostRoots(root, PrefabUnpackMode.OutermostRoot); + try + { + //Apply各个子预制体的改变 + PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction); + } + catch { } + finally + { + //重新更新根预制体 + PrefabUtility.SaveAsPrefabAssetAndConnect(root, rootPath, InteractionMode.AutomatedAction); + } + } + else + { + PrefabUtility.ApplyPrefabInstance(instance.gameObject, InteractionMode.AutomatedAction); + } + } +#else + var targetPrefab = UnityEditor.PrefabUtility.GetPrefabParent(gameObject) as GameObject; + if (targetPrefab != null) + { + //UnityEditor.Prefab + UnityEditor.PrefabUtility.ReplacePrefab(gameObject, targetPrefab); + } +#endif + } + + + } + + static void GenerateLightmapInfo(GameObject root, List rendererInfos, List lightmaps, List lightmapsDir, List shadowMasks, List lightsInfo) + { + var renderers = root.GetComponentsInChildren(); + foreach (MeshRenderer renderer in renderers) + { + if (renderer.lightmapIndex != -1) + { + RendererInfo info = new RendererInfo(); + info.renderer = renderer; + + if (renderer.lightmapScaleOffset != Vector4.zero) + { + //1ibrium's pointed out this issue : https://docs.unity3d.com/ScriptReference/Renderer-lightmapIndex.html + if(renderer.lightmapIndex < 0 || renderer.lightmapIndex == 0xFFFE) continue; + info.lightmapOffsetScale = renderer.lightmapScaleOffset; + + Texture2D lightmap = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapColor; + Texture2D lightmapDir = LightmapSettings.lightmaps[renderer.lightmapIndex].lightmapDir; + Texture2D shadowMask = LightmapSettings.lightmaps[renderer.lightmapIndex].shadowMask; + + info.lightmapIndex = lightmaps.IndexOf(lightmap); + if (info.lightmapIndex == -1) + { + info.lightmapIndex = lightmaps.Count; + lightmaps.Add(lightmap); + lightmapsDir.Add(lightmapDir); + shadowMasks.Add(shadowMask); + } + + rendererInfos.Add(info); + } + + } + } + + var lights = root.GetComponentsInChildren(true); + + foreach (Light l in lights) + { + LightInfo lightInfo = new LightInfo(); + lightInfo.light = l; + lightInfo.lightmapBaketype = (int)l.lightmapBakeType; +#if UNITY_2020_1_OR_NEWER + lightInfo.mixedLightingMode = (int)UnityEditor.Lightmapping.lightingSettings.mixedBakeMode; +#elif UNITY_2018_1_OR_NEWER + lightInfo.mixedLightingMode = (int)UnityEditor.LightmapEditorSettings.mixedBakeMode; +#else + lightInfo.mixedLightingMode = (int)l.bakingOutput.lightmapBakeType; +#endif + lightsInfo.Add(lightInfo); + + } + } +#endif + +} diff --git a/Assets/Script/Essential/PrefabLightmapData.cs.meta b/Assets/Script/Essential/PrefabLightmapData.cs.meta new file mode 100644 index 0000000..97412c3 --- /dev/null +++ b/Assets/Script/Essential/PrefabLightmapData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1886bb2d2d9d85f4b9fc5dfeb8d68f50 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/IPCManager/IPCManager.asmdef b/Assets/Script/IPCManager/IPCManager.asmdef index 383788a..a8a76d0 100644 --- a/Assets/Script/IPCManager/IPCManager.asmdef +++ b/Assets/Script/IPCManager/IPCManager.asmdef @@ -6,7 +6,7 @@ ], "includePlatforms": [], "excludePlatforms": [], - "allowUnsafeCode": false, + "allowUnsafeCode": true, "overrideReferences": false, "precompiledReferences": [], "autoReferenced": true, diff --git a/Assets/Script/IPCManager/IPCManager.cs b/Assets/Script/IPCManager/IPCManager.cs index 92847ec..b755b9d 100644 --- a/Assets/Script/IPCManager/IPCManager.cs +++ b/Assets/Script/IPCManager/IPCManager.cs @@ -3,6 +3,8 @@ using System.Collections.Generic; using System.IO.MemoryMappedFiles; using System.Security.Principal; using UnityEngine; +using System.Runtime.InteropServices; +using System; public class IPCManager : MonoBehaviour { @@ -46,11 +48,22 @@ public class IPCManager : MonoBehaviour public static byte[] GetLightData() { EnsureInitialization(); - byte[] bytes = new byte[1920]; - IPCManager.sharedBufferAccessor.ReadArray(244, bytes, 0, 1920); - if (bytes[3] == 0) - return null; - return bytes; + //byte[] bytes = new byte[1920]; + //IPCManager.sharedBufferAccessor.ReadArray(244, bytes, 0, 1920); + //if (bytes[3] == 0) + //return null; + return ReadBytes(244, 1920); + } + + // Source: https://stackoverflow.com/questions/7956167/how-can-i-quickly-read-bytes-from-a-memory-mapped-file-in-net/7956222#7956222 + private static unsafe byte[] ReadBytes(int offset, int num) + { + byte[] arr = new byte[num]; + byte *ptr = (byte*)0; + sharedBufferAccessor.SafeMemoryMappedViewHandle.AcquirePointer(ref ptr); + Marshal.Copy(IntPtr.Add(new IntPtr(ptr), offset), arr, 0, num); + sharedBufferAccessor.SafeMemoryMappedViewHandle.ReleasePointer(); + return arr; } private void OnDestroy() { diff --git a/Assets/Script/LightManager/LightManager.asmdef b/Assets/Script/LightManager/LightManager.asmdef index dcec877..db6636e 100644 --- a/Assets/Script/LightManager/LightManager.asmdef +++ b/Assets/Script/LightManager/LightManager.asmdef @@ -7,7 +7,7 @@ ], "includePlatforms": [], "excludePlatforms": [], - "allowUnsafeCode": false, + "allowUnsafeCode": true, "overrideReferences": false, "precompiledReferences": [], "autoReferenced": true, diff --git a/Assets/Script/LightManager/LightManager.cs b/Assets/Script/LightManager/LightManager.cs index 88ce5a0..4908278 100644 --- a/Assets/Script/LightManager/LightManager.cs +++ b/Assets/Script/LightManager/LightManager.cs @@ -57,20 +57,27 @@ public class LightManager : MonoBehaviour if (IPCManager.sharedBuffer != null) { GetTextureFromBytes(IPCManager.GetLightData()); - if (!isIPCIdle) - UpdateLED(); + if (isIPCIdle) + return; + UpdateLED(); } else { isIPCIdle = true; } } - private void CheckIPCState(byte[] data) + private bool CheckIPCState(byte[] data) { if (data[3] == 0) + { isIPCIdle = true; + return true; + } else + { isIPCIdle = false; + return false; + } } private void UpdateLED() @@ -90,14 +97,16 @@ public class LightManager : MonoBehaviour } void GetTextureFromBytes(byte[] bytes) { - if (bytes != null && bytes.Length == 1920) - { - CheckIPCState(bytes); - var newbytes = new byte[1920]; - newbytes = bytes; - RGBColor2D.LoadRawTextureData(newbytes); - RGBColor2D.Apply(); - } + if (bytes == null || bytes.Length != 1920) + return; + + if (CheckIPCState(bytes)) + return; + var newbytes = new byte[1920]; + newbytes = bytes; + RGBColor2D.LoadRawTextureData(newbytes); + RGBColor2D.Apply(); + } public void UpdateFadeLight(int Area, bool State) { diff --git a/Assets/StreamingAssets/Enviroments/defaultroom.abf b/Assets/StreamingAssets/Enviroments/defaultroom.abf index e605970..6e6ae02 100644 Binary files a/Assets/StreamingAssets/Enviroments/defaultroom.abf and b/Assets/StreamingAssets/Enviroments/defaultroom.abf differ diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 0000677..1745974 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -796,7 +796,7 @@ PlayerSettings: managedStrippingLevel: {} incrementalIl2cppBuild: {} suppressCommonWarnings: 1 - allowUnsafeCode: 0 + allowUnsafeCode: 1 useDeterministicCompilation: 1 enableRoslynAnalyzers: 1 additionalIl2CppArgs: