Polish
Sascha 2023-06-12 09:14:46 +07:00
parent 879d896540
commit 84b2b49f86
57 changed files with 80 additions and 296 deletions

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{
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"version" : "2023.2.0a17",
"app_path" : "/home/sascha/Unity/Hub/Editor/2023.2.0a17/Editor/Unity",
"app_contents_path" : "/home/sascha/Unity/Hub/Editor/2023.2.0a17/Editor/Data"
}

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@ -573,3 +573,4 @@ Cmd: initializeCompiler
Cmd: compileSnippet
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Cmd: shutdown

@ -205,3 +205,4 @@ Cmd: initializeCompiler
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Cmd: shutdown

@ -187,3 +187,6 @@ Cmd: initializeCompiler
Cmd: compileSnippet
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@ -202,3 +202,6 @@ Cmd: compileSnippet
Cmd: initializeCompiler
Cmd: shutdown
Quitting shader compiler process

@ -15,3 +15,6 @@ Cmd: compileSnippet
Cmd: initializeCompiler
Cmd: shutdown
Quitting shader compiler process

@ -1,73 +0,0 @@
using UnityEngine;
#if CINEMACHINE_URP || CINEMACHINE_PIXEL_PERFECT_2_0_3
namespace Cinemachine
{
/// <summary>
/// An add-on module for Cinemachine Virtual Camera that tweaks the orthographic size
/// of the virtual camera. It detects the presence of the Pixel Perfect Camera component and use the
/// settings from that Pixel Perfect Camera to correct the orthographic size so that pixel art
/// sprites would appear pixel perfect when the virtual camera becomes live.
/// </summary>
[AddComponentMenu("")] // Hide in menu
[ExecuteAlways]
[DisallowMultipleComponent]
[HelpURL(Documentation.BaseURL + "manual/CinemachinePixelPerfect.html")]
public class CinemachinePixelPerfect : CinemachineExtension
{
/// <summary>Callback to tweak the orthographic size</summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="stage">The current pipeline stage</param>
/// <param name="state">The current virtual camera state</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
// This must run during the Body stage because CinemachineConfiner also runs during Body stage,
// and CinemachinePixelPerfect needs to run before CinemachineConfiner as the confiner reads the
// orthographic size. We also altered the script execution order to ensure this.
if (stage != CinemachineCore.Stage.Body)
return;
var brain = CinemachineCore.Instance.FindPotentialTargetBrain(vcam);
if (brain == null || !brain.IsLive(vcam))
return;
#if CINEMACHINE_URP
UnityEngine.Rendering.Universal.PixelPerfectCamera pixelPerfectCamera;
#elif CINEMACHINE_PIXEL_PERFECT_2_0_3
UnityEngine.U2D.PixelPerfectCamera pixelPerfectCamera;
#endif
brain.TryGetComponent(out pixelPerfectCamera);
if (pixelPerfectCamera == null || !pixelPerfectCamera.isActiveAndEnabled)
return;
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying && !pixelPerfectCamera.runInEditMode)
return;
#endif
var lens = state.Lens;
lens.OrthographicSize = pixelPerfectCamera.CorrectCinemachineOrthoSize(lens.OrthographicSize);
state.Lens = lens;
}
}
}
#else
// We need this dummy MonoBehaviour for Unity to properly recognize this script asset.
namespace Cinemachine
{
/// <summary>
/// An add-on module for Cinemachine Virtual Camera that tweaks the orthographic size
/// of the virtual camera. It detects the presence of the Pixel Perfect Camera component and use the
/// settings from that Pixel Perfect Camera to correct the orthographic size so that pixel art
/// sprites would appear pixel perfect when the virtual camera becomes live.
/// </summary>
[AddComponentMenu("")] // Hide in menu
[DisallowMultipleComponent]
public class CinemachinePixelPerfect : MonoBehaviour {}
}
#endif

@ -1,73 +0,0 @@
using UnityEngine;
#if CINEMACHINE_URP || CINEMACHINE_PIXEL_PERFECT_2_0_3
namespace Cinemachine
{
/// <summary>
/// An add-on module for Cinemachine Virtual Camera that tweaks the orthographic size
/// of the virtual camera. It detects the presence of the Pixel Perfect Camera component and use the
/// settings from that Pixel Perfect Camera to correct the orthographic size so that pixel art
/// sprites would appear pixel perfect when the virtual camera becomes live.
/// </summary>
[AddComponentMenu("")] // Hide in menu
[ExecuteAlways]
[DisallowMultipleComponent]
[HelpURL(Documentation.BaseURL + "manual/CinemachinePixelPerfect.html")]
public class CinemachinePixelPerfect : CinemachineExtension
{
/// <summary>Callback to tweak the orthographic size</summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="stage">The current pipeline stage</param>
/// <param name="state">The current virtual camera state</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
// This must run during the Body stage because CinemachineConfiner also runs during Body stage,
// and CinemachinePixelPerfect needs to run before CinemachineConfiner as the confiner reads the
// orthographic size. We also altered the script execution order to ensure this.
if (stage != CinemachineCore.Stage.Body)
return;
var brain = CinemachineCore.Instance.FindPotentialTargetBrain(vcam);
if (brain == null || !brain.IsLive(vcam))
return;
#if CINEMACHINE_URP
UnityEngine.Rendering.Universal.PixelPerfectCamera pixelPerfectCamera;
#elif CINEMACHINE_PIXEL_PERFECT_2_0_3
UnityEngine.U2D.PixelPerfectCamera pixelPerfectCamera;
#endif
brain.TryGetComponent(out pixelPerfectCamera);
if (pixelPerfectCamera == null || !pixelPerfectCamera.isActiveAndEnabled)
return;
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying && !pixelPerfectCamera.runInEditMode)
return;
#endif
var lens = state.Lens;
lens.OrthographicSize = pixelPerfectCamera.CorrectCinemachineOrthoSize(lens.OrthographicSize);
state.Lens = lens;
}
}
}
#else
// We need this dummy MonoBehaviour for Unity to properly recognize this script asset.
namespace Cinemachine
{
/// <summary>
/// An add-on module for Cinemachine Virtual Camera that tweaks the orthographic size
/// of the virtual camera. It detects the presence of the Pixel Perfect Camera component and use the
/// settings from that Pixel Perfect Camera to correct the orthographic size so that pixel art
/// sprites would appear pixel perfect when the virtual camera becomes live.
/// </summary>
[AddComponentMenu("")] // Hide in menu
[DisallowMultipleComponent]
public class CinemachinePixelPerfect : MonoBehaviour {}
}
#endif

@ -1,73 +0,0 @@
using UnityEngine;
#if CINEMACHINE_URP || CINEMACHINE_PIXEL_PERFECT_2_0_3
namespace Cinemachine
{
/// <summary>
/// An add-on module for Cinemachine Virtual Camera that tweaks the orthographic size
/// of the virtual camera. It detects the presence of the Pixel Perfect Camera component and use the
/// settings from that Pixel Perfect Camera to correct the orthographic size so that pixel art
/// sprites would appear pixel perfect when the virtual camera becomes live.
/// </summary>
[AddComponentMenu("")] // Hide in menu
[ExecuteAlways]
[DisallowMultipleComponent]
[HelpURL(Documentation.BaseURL + "manual/CinemachinePixelPerfect.html")]
public class CinemachinePixelPerfect : CinemachineExtension
{
/// <summary>Callback to tweak the orthographic size</summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="stage">The current pipeline stage</param>
/// <param name="state">The current virtual camera state</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
// This must run during the Body stage because CinemachineConfiner also runs during Body stage,
// and CinemachinePixelPerfect needs to run before CinemachineConfiner as the confiner reads the
// orthographic size. We also altered the script execution order to ensure this.
if (stage != CinemachineCore.Stage.Body)
return;
var brain = CinemachineCore.Instance.FindPotentialTargetBrain(vcam);
if (brain == null || !brain.IsLive(vcam))
return;
#if CINEMACHINE_URP
UnityEngine.Rendering.Universal.PixelPerfectCamera pixelPerfectCamera;
#elif CINEMACHINE_PIXEL_PERFECT_2_0_3
UnityEngine.U2D.PixelPerfectCamera pixelPerfectCamera;
#endif
brain.TryGetComponent(out pixelPerfectCamera);
if (pixelPerfectCamera == null || !pixelPerfectCamera.isActiveAndEnabled)
return;
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying && !pixelPerfectCamera.runInEditMode)
return;
#endif
var lens = state.Lens;
lens.OrthographicSize = pixelPerfectCamera.CorrectCinemachineOrthoSize(lens.OrthographicSize);
state.Lens = lens;
}
}
}
#else
// We need this dummy MonoBehaviour for Unity to properly recognize this script asset.
namespace Cinemachine
{
/// <summary>
/// An add-on module for Cinemachine Virtual Camera that tweaks the orthographic size
/// of the virtual camera. It detects the presence of the Pixel Perfect Camera component and use the
/// settings from that Pixel Perfect Camera to correct the orthographic size so that pixel art
/// sprites would appear pixel perfect when the virtual camera becomes live.
/// </summary>
[AddComponentMenu("")] // Hide in menu
[DisallowMultipleComponent]
public class CinemachinePixelPerfect : MonoBehaviour {}
}
#endif

@ -1 +0,0 @@
Temp/ScriptUpdater/905805333/882335435_CinemachinePixelPerfect.cs => Library/PackageCache/com.unity.cinemachine@2.9.7/Runtime/Behaviours/CinemachinePixelPerfect.cs

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m_TextureFilterMode: 0
m_TextureHideFlags: 61
m_RenderIMGUI: 1
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hZoomLockedByDefault: 0
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@ -1056,7 +1056,7 @@ MonoBehaviour:
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m_SelectedIDs:
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