- Added trees outside the stable.

- Added a video player with horse songs preloaded.
- Adjusted post-processing to be less harsh outdoors, and more visible indoors.
This commit is contained in:
Jamie Greunbaum
2025-05-03 01:57:06 -04:00
parent dff0b4003c
commit ef9ccfef19
1183 changed files with 189695 additions and 2153 deletions
+9
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using UnityEngine;
using System.Collections.Generic;
//-----------------------------------------------------------------------------
// Copyright 2015-2021 RenderHeads Ltd. All rights reserved.
//-----------------------------------------------------------------------------
namespace RenderHeads.Media.AVProVideo.Demos
{
/// <summary>
/// Rotate the transform (usually with Camera attached) to look around during playback of 360/180 videos.
/// Unity will rotate the camera automatically if VR is enabled, in which case this script does nothing.
/// Otherwise if there is a gyroscope it will be used, otherwise the mouse/touch can be used.
/// </summary>
public class LookAround360 : MonoBehaviour
{
[SerializeField] bool _lockPitch = false;
[SerializeField] float _maxSpinSpeed = 40f;
[SerializeField, Range(1f, 10f)] float _spinDamping = 5f;
private float _spinX;
private float _spinY;
private static bool IsVrPresent()
{
bool result = false;
#if UNITY_2019_3_OR_NEWER
var xrDisplaySubsystems = new List<UnityEngine.XR.XRDisplaySubsystem>();
SubsystemManager.GetInstances<UnityEngine.XR.XRDisplaySubsystem>(xrDisplaySubsystems);
foreach (var xrDisplay in xrDisplaySubsystems)
{
if (xrDisplay.running)
{
result = true;
break;
}
}
#else
#if UNITY_2018_1_OR_NEWER
result = (UnityEngine.XR.XRDevice.isPresent);
#else
result = (UnityEngine.VR.VRDevice.isPresent);
#endif
#endif
return result;
}
void Start()
{
if (IsVrPresent())
{
this.enabled = false;
return;
}
if (SystemInfo.supportsGyroscope)
{
Input.gyro.enabled = true;
}
}
void Update()
{
if (SystemInfo.supportsGyroscope && Input.gyro.enabled)
{
RotateFromGyro();
}
else
{
RotateFromMouseOrTouch();
}
}
void OnDestroy()
{
if (SystemInfo.supportsGyroscope)
{
Input.gyro.enabled = false;
}
}
void RotateFromGyro()
{
// Invert the z and w of the gyro attitude
this.transform.localRotation = new Quaternion(Input.gyro.attitude.x, Input.gyro.attitude.y, -Input.gyro.attitude.z, -Input.gyro.attitude.w);
}
void RotateFromMouseOrTouch()
{
if (Input.GetMouseButton(0))
{
float h = _maxSpinSpeed * -Input.GetAxis("Mouse X") * Time.deltaTime;
float v = 0f;
if (!_lockPitch)
{
v = _maxSpinSpeed * Input.GetAxis("Mouse Y") * Time.deltaTime;
}
h = Mathf.Clamp(h, -0.5f, 0.5f);
v = Mathf.Clamp(v, -0.5f, 0.5f);
_spinX += h;
_spinY += v;
}
if (!Mathf.Approximately(_spinX, 0f) || !Mathf.Approximately(_spinY, 0f))
{
this.transform.Rotate(Vector3.up, _spinX);
this.transform.Rotate(Vector3.right, _spinY);
_spinX = Mathf.MoveTowards(_spinX, 0f, _spinDamping * Time.deltaTime);
_spinY = Mathf.MoveTowards(_spinY, 0f, _spinDamping * Time.deltaTime);
}
}
}
}
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// UnityEngine.UI was moved to a package in 2019.2.0
// Unfortunately no way to test for this across all Unity versions yet
// You can set up the asmdef to reference the new package, but the package doesn't
// existing in Unity 2017 etc, and it throws an error due to missing reference
#define AVPRO_PACKAGE_UNITYUI
#if (UNITY_2019_2_OR_NEWER && AVPRO_PACKAGE_UNITYUI) || (!UNITY_2019_2_OR_NEWER)
using UnityEngine;
using UnityEngine.UI;
namespace RenderHeads.Media.AVProVideo.Demos.UI
{
/// Fill a rectangle region with horizontal segments along it
[ExecuteInEditMode]
public class HorizontalSegmentsPrimitive : Graphic
{
private float[] _segments = { 0f, 0f };
public float[] Segments { get { return _segments; } set { SetSegments(value); } }
private void SetSegments(float[] segments)
{
if (segments != null && segments.Length > 1)
{
_segments = segments;
}
else
{
_segments = new float[] { 0f, 0f };
}
// TODO: detect whether a change actually occured before setting to dirty
SetVerticesDirty();
}
protected override void OnPopulateMesh(VertexHelper vh)
{
Vector2 corner1 = Vector2.zero;
Vector2 corner2 = Vector2.zero;
corner1.x = 0f;
corner1.y = 0f;
corner2.x = 1f;
corner2.y = 1f;
corner1.x -= rectTransform.pivot.x;
corner1.y -= rectTransform.pivot.y;
corner2.x -= rectTransform.pivot.x;
corner2.y -= rectTransform.pivot.y;
corner1.x *= rectTransform.rect.width;
corner1.y *= rectTransform.rect.height;
corner2.x *= rectTransform.rect.width;
corner2.y *= rectTransform.rect.height;
vh.Clear();
int numQuads = _segments.Length / 2;
UIVertex vert = UIVertex.simpleVert;
int vi = 0;
for (int i = 0; i < numQuads; i++)
{
float x1 = _segments[i * 2 + 0] * (corner2.x - corner1.x) + corner1.x;
float x2 = _segments[i * 2 + 1] * (corner2.x - corner1.x) + corner1.x;
vert.position = new Vector2(x1, corner1.y);
vert.color = color;
vh.AddVert(vert);
vert.position = new Vector2(x1, corner2.y);
vert.color = color;
vh.AddVert(vert);
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vh.AddVert(vert);
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vh.AddTriangle(2 + vi, 3 + vi, 0 + vi);
vi += 4;
}
}
}
}
#endif
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// Credit to Inigo Quilez (https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm) for many of the 2D functions used
Shader "Unlit/MediaPlayerUI"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[KeywordEnum(Circle, Play, Pause, PlayPause, Buffering, Volume, Forward, Back, CC, Options, Spectrum)] UI("UI Element", Float) = 0
_Morph("Morph", Range(0, 1)) = 0
_Mute("Mute", Range(0, 1)) = 0
_Volume("Volume", Range(0, 1)) = 1
[Toggle(DRAW_OUTLINE)] _DrawOutline("Draw Outline", Float) = 0
_OutlineSize("Outline Size", Range(0, 0.1)) = 0.05
_OutlineOpacity("Outline Opacity", Range(0, 1)) = 0.25
_OutlineSoftness("Outline Softness", Range(0, 1)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Fog{ Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile UI_CIRCLE UI_PLAY UI_PAUSE UI_PLAYPAUSE UI_BUFFERING UI_VOLUME UI_FORWARD UI_BACK UI_CC UI_OPTIONS UI_SPECTRUM
#pragma shader_feature DRAW_OUTLINE
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
uniform fixed4 _Color;
uniform float _Morph;
uniform float _Volume;
uniform float _Mute;
uniform float _OutlineSize;
uniform float _OutlineOpacity;
uniform float _OutlineSoftness;
#if UI_SPECTRUM
#if SHADER_API_GLES
uniform float _Spectrum[4];
#else
uniform float _Spectrum[128];
#endif
uniform float _SpectrumRange;
uniform float _SpectrumMax;
#endif
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1, 1);
#endif
OUT.uv.xy = IN.texcoord.xy;
OUT.color = IN.color * _Color;
return OUT;
}
float ndot(float2 a, float2 b) { return a.x*b.x - a.y*b.y; }
float opU(float d1, float d2) { return min(d1, d2); }
float opS(float d1, float d2) { return max(-d1, d2); }
float opI(float d1, float d2) { return max(d1, d2); }
float sdCircle(in float2 p, float r)
{
return length(p) - r;
}
float sdRhombus(in float2 p, in float2 b)
{
float2 q = abs(p);
float h = clamp((-2.0*ndot(q, b) + ndot(b, b)) / dot(b, b), -1.0, 1.0);
float d = length(q - 0.5*b*float2(1.0 - h, 1.0 + h));
return d * sign(q.x*b.y + q.y*b.x - b.x*b.y);
}
float sdEquilateralTriangle(in float2 p)
{
const float k = sqrt(3.0);
p.x = abs(p.x) - 1.0;
p.y = p.y + 1.0 / k;
if (p.x + k*p.y > 0.0) p = float2(p.x - k*p.y, -k*p.x - p.y) / 2.0;
p.x -= clamp(p.x, -2.0, 0.0);
return -length(p)*sign(p.y);
}
float sdTriangle(in float2 p, in float2 p0, in float2 p1, in float2 p2)
{
float2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;
float2 v0 = p - p0, v1 = p - p1, v2 = p - p2;
float2 pq0 = v0 - e0*clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0);
float2 pq1 = v1 - e1*clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0);
float2 pq2 = v2 - e2*clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0);
float s = sign(e0.x*e2.y - e0.y*e2.x);
float2 d = min(min(float2(dot(pq0, pq0), s*(v0.x*e0.y - v0.y*e0.x)),
float2(dot(pq1, pq1), s*(v1.x*e1.y - v1.y*e1.x))),
float2(dot(pq2, pq2), s*(v2.x*e2.y - v2.y*e2.x)));
return -sqrt(d.x)*sign(d.y);
}
float sdTriangleIsosceles(in float2 p, in float2 q)
{
p.x = abs(p.x);
float2 a = p - q*clamp(dot(p, q) / dot(q, q), 0.0, 1.0);
float2 b = p - q*float2(clamp(p.x / q.x, 0.0, 1.0), 1.0);
float s = -sign(q.y);
float2 d = min(float2(dot(a, a), s*(p.x*q.y - p.y*q.x)),
float2(dot(b, b), s*(p.y - q.y)));
return -sqrt(d.x)*sign(d.y);
}
float sdBox(in float2 p, in float2 b)
{
float2 d = abs(p) - b;
return length(max(d, float2(0.0, 0.0))) + min(max(d.x, d.y), 0.0);
}
float sdRoundedBox(in float2 p, in float2 b, in float4 r)
{
r.xy = (p.x>0.0)?r.xy : r.zw;
r.x = (p.y>0.0)?r.x : r.y;
float2 q = abs(p)-b+r.x;
return min(max(q.x,q.y),0.0) + length(max(q,0.0)) - r.x;
}
float sdArc(in float2 p, in float2 sca, in float2 scb, in float ra, float rb)
{
p = mul(float2x2(sca.x,sca.y,-sca.y,sca.x), p);
p.x = abs(p.x);
float k = (scb.y*p.x>scb.x*p.y) ? dot(p.xy,scb) : length(p.xy);
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
}
float2 rotate2d(float2 v, float a)
{
float s = sin(a);
float c = cos(a);
float2x2 m = float2x2(c, -s, s, c);
return mul(m,v);
}
#if UI_FORWARD || UI_BACK
float forward(float2 uv)
{
float r1 = 100000.0;
r1 = sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333), float2(0.666, 0.666));
r1 = opS(r1, sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333 * 1.5), float2(0.666, 0.666)));
uv.x += 0.2;
float r2 = 100000.0;
r2 = sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333), float2(0.666, 0.666));
//r2 = opS(r2, sdTriangleIsosceles(float2(uv.y, -uv.x) + float2(0.0, 0.333 * 1.5), float2(0.666, 0.666)));
float r = opU(r1, r2);
return r;
}
#endif
#if UI_VOLUME
float volume(float2 uv)
{
float r = 100000.0;
uv.x += 0.25;
// Cone
r = opU(r, sdBox(uv + float2(0.1, 0.0), float2(0.25, 0.25)));
r = opU(r, sdTriangleIsosceles(float2(uv.y, uv.x) + float2(0.0, 0.3), float2(0.6, 0.6)));
// Ripple occluder
float s = sdBox(uv + float2(0, 0.0), float2(0.4, 0.7));
// Ripple thickness
float rt = 0.15;
// Ripple 1
float offset = -0.25;
if (_Volume > 0.0)
{
float t = saturate(_Volume / 0.5);
r = opU(r, opS(s, sdCircle(uv + float2(offset, 0.0), rt*lerp(1, 2, t))));
}
// Ripple 2
float a;
//a = sdCircle(uv + float2(offset, 0.0), 0.6 - rt * 3);
//a = opS(a, opS(s, sdCircle(uv + float2(offset, 0.0), 0.6 - rt * 2)));
//r = opU(a, r);
// Ripple 3
if (_Volume > 0.5)
{
float t = saturate((_Volume - 0.5) / 0.5);
a = sdCircle(uv + float2(offset, 0.0), (0.6 - rt));
a = opS(a, opS(s, sdCircle(uv + float2(offset, 0.0), lerp(0.6-rt, 0.6, t))));
r = opU(a, r);
}
// Crossout
if (_Mute > 0.0)
{
float maxLength = 0.8;
float length = _Mute * maxLength;
{
// Cutout
r = opS(-r, -sdBox(rotate2d(uv - float2(0.25, 0), -3.14/4) + float2(-0.1, length/1 - maxLength/1), float2(0.1, length*1)));
// Line
r = opU(r, sdBox(rotate2d(uv - float2(0.25, 0), -3.14/4) + float2(0.0, length/1 - maxLength/1), float2(0.1, length*1)));
}
}
return r;
}
#endif
#if UI_CC
float ccbutton(float2 uv)
{
float r = 100000.0;
float barHeight = 0.1;
float boxSize = 0.65;
float r3 = sdRoundedBox(uv, float2(boxSize, boxSize * 0.9), float4(0.25, 0.25, 0.25, 0.25));
float angle1 = 0.0;
float angle2 = 2.3;
float thickeness = 0.08;
float size = 0.25;
float rLeftC = sdArc(float2(0.35 + uv.x*1.5, uv.y), float2(sin(angle1), cos(angle1)), float2(sin(angle2), cos(angle2)), size, thickeness);
float rRightC = sdArc(float2(-0.40 + uv.x*1.5, uv.y), float2(sin(angle1), cos(angle1)), float2(sin(angle2), cos(angle2)), size, thickeness);
r = opU(rLeftC, rRightC);
r = opS(r, r3);
if (_Morph > 0.0)
{
float barWidth = lerp(0.0, boxSize, _Morph);
float r4 = sdBox(uv + float2(0.0, boxSize + barHeight * 2.0), float2(barWidth, barHeight));
r = opU(r, r4);
}
return r;
}
#endif
#if UI_OPTIONS
float optionsgear(float2 uv, float radius, float discRatio, float holeRatio, float spokeRatio)
{
float r = 100000.0;
float r1 = sdCircle(uv, radius * holeRatio);
float r2 = sdCircle(uv, radius * discRatio);
float rotationOffset = lerp(0.0, 3.141592654/6.0, _Morph);
float b1 = sdBox(rotate2d(uv, (3.141592654 / 2.0) + rotationOffset), float2(radius, radius * spokeRatio));
float b2 = sdBox(rotate2d(uv, (3.141592654 / 6.0) + rotationOffset), float2(radius, radius * spokeRatio));
float b3 = sdBox(rotate2d(uv,-(3.141592654 / 6.0) + rotationOffset), float2(radius, radius * spokeRatio));
r = r2; // Base circle
r = opU(r, b1); // Spoke 1
r = opU(r, b2); // Spoke 2
r = opU(r, b3); // Spoke 3
r = opS(r1, r); // Hole
return r;
}
#endif
#if UI_BUFFERING
float CircularDistance(float a, float b, float range)
{
float d1 = abs(a-b);
//float d2 = range - d1;
//return lerp((a-b), d2, d1 / (range/2));
if (d1 > range/2)
{
d1 = (range - d1);
}
else
{
d1 = a-b;
}
return d1;
}
#endif
fixed4 getColorWithOutline(float d, float3 shapeColor, float3 outlineColor)
{
float dw = fwidth(d) * 0.5;
float shapeAlpha = smoothstep(dw, -dw, d);
#if !DRAW_OUTLINE
return float4(shapeColor, shapeAlpha);
#else
float od = (d - _OutlineSize);
float dw2 = fwidth(od) * 0.5;
float outlineAlpha = smoothstep(dw2 + _OutlineSoftness, -dw2 - _OutlineSoftness, od);
return lerp(float4(outlineColor, outlineAlpha * _OutlineOpacity), float4(shapeColor, shapeAlpha), shapeAlpha);
#endif
}
fixed4 frag(v2f i) : SV_Target
{
#if UI_SPECTRUM
// In GLES2.0 indexing from the _Spectrum[] array is not supported
#if SHADER_API_GLES
float v = 0.0;
float d = 0.0;
#else
float x = (pow(i.uv.x, 1.0) * _SpectrumRange)-1.0;
//_Spectrum[0] = 0.0;
// Bilinear sample the values
float scale = (1.0+i.uv.x * 8.0); // Scale higher freqs to give them more movement
float v1 = 0.0;
float v2 = 0.0;
int t1 = floor(x);
int t2 = ceil(x);
if (t1 >= 0)
{
v1 = (_Spectrum[t1] * scale);
}
if (t2 >= 0)
{
v2 = (_Spectrum[t2] * scale);
}
v1 = max(v1, 0.01);
v2 = max(v2, 0.01);
float2 uvn = float2(0.0, i.uv.y);
// Get vertical distance
float d1 = (abs(i.uv.y - 0.5) - (v1/1.0));
float d2 = (abs(i.uv.y - 0.5) - (v2/1.0));
// Interpolate
float xf = frac(x);
float v = saturate(lerp(v1, v2, xf));
float d = lerp(d1, d2, xf);
#endif
// Get colour from texture
float yy2 = abs(i.uv.y - 0.5) * 2.0;
float yy = v;
float level = i.uv.y;// + pow(yy2+v, 8);
float3 col = level;//tex2D(_MainTex, float2(level, 0.0f));
//col.g += abs(i.uv.x);
return getColorWithOutline(d, col, float3(0.0, 0.0, 0.0)) * i.color;
#else
#if UI_CIRCLE
float2 uvn = (i.uv.xy - 0.5) / 0.5;
float d = sdCircle(uvn, 1.0);
#elif UI_PLAY
float2 uvn = (i.uv.xy - float2(0.5, 0.5)) / 0.5;
float d = sdTriangle(uvn, float2(-0.6, 0.6), float2(0.6, 0), float2(-0.6, -0.6));
#elif UI_PAUSE
float d1 = sdBox(i.uv - 0.5 + float2(0.2, 0.0), float2(0.1, 0.3));
float d2 = sdBox(i.uv - 0.5 - float2(0.2, 0.0), float2(0.1, 0.3));
float d = min(d1, d2);
//c = 1.0 - saturate(smoothstep(dw-0.022, -dw, d))*0.2;
#elif UI_PLAYPAUSE
float2 uvn = (i.uv.xy - float2(0.5, 0.5)) / 0.5;
float d3 = sdTriangle(uvn, float2(-0.6, 0.6), float2(0.6, 0), float2(-0.6, -0.6));
float d1 = sdBox(i.uv - 0.5 + float2(0.2, 0.0), float2(0.1, 0.3));
float d2 = sdBox(i.uv - 0.5 - float2(0.2, 0.0), float2(0.1, 0.3));
float d = min(d1, d2);
float dw1 = fwidth(d) * 0.5;
float dw3 = fwidth(d3) * 0.5;
float dw = lerp(dw1, dw3, _Morph);
//a = smoothstep(dw, -dw, lerp(d, d3, _Morph));
d = lerp(d, d3, _Morph);
//c = 1.0 - saturate(smoothstep(-0.025, 0, lerp(d, d3, _Morph)))*0.2;
#elif UI_BUFFERING
float rsize = 0.05;
float r = 0.5;
float2 uvn = (i.uv.xy - 0.5) / 0.5;
// Inner radius
float d = sdCircle(uvn, r - rsize);
// Outer radius
d = opS(d, sdCircle(uvn, r + rsize));
// Animation angle
float za = -(_Time.x * 160) + cos(_Time.y*2.0);
float zz = sin(_Time.y);
// Create point at the animated angle, at the same radius as this UV
float2 dp = float2(sin(za), cos(za)) * length(uvn);
// Calculate angle between the UV and the new point and subtract offset
float dy = abs(atan((dp.x - uvn.x)/(dp.y - uvn.y))) - abs(zz);
d = opI(d, dy);
#elif UI_VOLUME
float2 uvn = (i.uv.xy - 0.5) / 0.5;
float d = volume(uvn);
#elif UI_FORWARD
float2 uvn = (i.uv.xy - 0.5) / 0.5;
float d = forward(uvn);
#elif UI_BACK
float2 uvn = (i.uv.xy - 0.5) / 0.5;
float d = forward(float2(-uvn.x, uvn.y));
#elif UI_CC
float2 uvn = (i.uv.xy - 0.5) / 0.5;
float d = ccbutton(uvn);
#elif UI_OPTIONS
float2 uvn = (i.uv.xy - 0.5) / 0.5;
float d = optionsgear(uvn, 0.75, 0.75, 0.35, 0.25);
#endif
return getColorWithOutline(d, float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0)) * i.color;
#endif
}
ENDCG
}
}
}
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// UnityEngine.UI was moved to a package in 2019.2.0
// Unfortunately no way to test for this across all Unity versions yet
// You can set up the asmdef to reference the new package, but the package doesn't
// existing in Unity 2017 etc, and it throws an error due to missing reference
#define AVPRO_PACKAGE_UNITYUI
#if (UNITY_2019_2_OR_NEWER && AVPRO_PACKAGE_UNITYUI) || (!UNITY_2019_2_OR_NEWER)
using UnityEngine;
using UnityEngine.UI;
//-----------------------------------------------------------------------------
// Copyright 2018-2021 RenderHeads Ltd. All rights reserved.
//-----------------------------------------------------------------------------
namespace RenderHeads.Media.AVProVideo.Demos.UI
{
public class OverlayManager : MonoBehaviour
{
public enum Feedback
{
Play,
Pause,
SeekForward,
SeekBack,
VolumeUp,
VolumeDown,
VolumeMute,
}
[SerializeField] Image _stalledImage = null;
[SerializeField] Image _feedbackImage = null;
[SerializeField] CanvasGroup _feedbackCanvas = null;
[SerializeField] float _startScale = 0.25f;
[SerializeField] float _endScale = 1.0f;
[SerializeField] float _animationSpeed = 1.5f;
private Material _feedbackMaterial;
private float _feedbackTimer;
private readonly LazyShaderProperty _propMute = new LazyShaderProperty("_Mute");
private readonly LazyShaderProperty _propVolume = new LazyShaderProperty("_Volume");
void Start()
{
_feedbackMaterial = new Material(_feedbackImage.material);
_feedbackImage.material = _feedbackMaterial;
_feedbackCanvas.alpha = 0f;
_feedbackTimer = 1f;
}
void OnDestroy()
{
if (_feedbackMaterial)
{
Material.Destroy(_feedbackMaterial);
_feedbackMaterial = null;
}
}
public void Reset()
{
_stalledImage.enabled = false;
}
public void TriggerStalled()
{
_stalledImage.enabled = true;
}
private const string KeywordPlay = "UI_PLAY";
private const string KeywordPause = "UI_PAUSE";
private const string KeywordSeekBack = "UI_BACK";
private const string KeywordSeekForward = "UI_FORWARD";
private const string KeywordVolume = "UI_VOLUME";
private const string KeywordVolumeUp = "UI_VOLUMEUP";
private const string KeywordVolumeDown = "UI_VOLUMEDOWN";
private const string KeywordVolumeMute = "UI_VOLUMEMUTE";
public void TriggerFeedback(Feedback feedback)
{
_feedbackMaterial.DisableKeyword(KeywordPlay);
_feedbackMaterial.DisableKeyword(KeywordPause);
_feedbackMaterial.DisableKeyword(KeywordSeekBack);
_feedbackMaterial.DisableKeyword(KeywordSeekForward);
_feedbackMaterial.DisableKeyword(KeywordVolume);
_feedbackMaterial.DisableKeyword(KeywordVolumeUp);
_feedbackMaterial.DisableKeyword(KeywordVolumeDown);
_feedbackMaterial.DisableKeyword(KeywordVolumeMute);
string keyword = null;
switch (feedback)
{
case Feedback.Play:
keyword = KeywordPlay;
break;
case Feedback.Pause:
keyword = KeywordPause;
break;
case Feedback.SeekBack:
keyword = KeywordSeekBack;
break;
case Feedback.SeekForward:
keyword = KeywordSeekForward;
break;
case Feedback.VolumeUp:
keyword = KeywordVolume;
_feedbackMaterial.SetFloat(_propMute.Id, 0f);
_feedbackMaterial.SetFloat(_propVolume.Id, 1f);
break;
case Feedback.VolumeDown:
keyword = KeywordVolume;
_feedbackMaterial.SetFloat(_propMute.Id, 0f);
_feedbackMaterial.SetFloat(_propVolume.Id, 0.5f);
break;
case Feedback.VolumeMute:
keyword = KeywordVolume;
_feedbackMaterial.SetFloat(_propVolume.Id, 1f);
_feedbackMaterial.SetFloat(_propMute.Id, 1f);
break;
}
if (!string.IsNullOrEmpty(keyword))
{
_feedbackMaterial.EnableKeyword(keyword);
}
_feedbackCanvas.alpha = 1f;
_feedbackCanvas.transform.localScale = new Vector3(_startScale, _startScale, _startScale);
_feedbackTimer = 0f;
Update();
}
private void Update()
{
// Update scaling and fading
float t2 = Mathf.Clamp01(_feedbackTimer);
float t = Mathf.Clamp01((_feedbackTimer - 0.5f) * 2f);
_feedbackCanvas.alpha = Mathf.Lerp(1f, 0f, PowerEaseOut(t, 1f));
if (_feedbackCanvas.alpha > 0f)
{
float scale = Mathf.Lerp(_startScale, _endScale, PowerEaseOut(t2, 2f));
_feedbackCanvas.transform.localScale = new Vector3(scale, scale, scale);
}
_feedbackTimer += Time.deltaTime * _animationSpeed;
}
private static float PowerEaseOut(float t, float power)
{
return 1f - Mathf.Abs(Mathf.Pow(t - 1f, power));
}
}
}
#endif
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