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Nathan De Castro
Listen-Game
Commits
a3416545
Commit
a3416545
authored
Apr 12, 2017
by
Nathan De Castro
Browse files
Converted to Unity 5.6
parent
2305f34c
Changes
1000
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Email patch
Assembly-CSharp-Editor-firstpass.csproj
View file @
a3416545
...
...
@@ -20,7 +20,7 @@
<DebugType>
full
</DebugType>
<Optimize>
false
</Optimize>
<OutputPath>
Temp\bin\Debug\
</OutputPath>
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DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_
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5
;UNITY_5;UNITY_64;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_
VIDEO;ENABLE_
VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;CROSS_PLATFORM_INPUT
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RUNTIME_NAVMESH_BUILDING;ENABLE_
SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;
ENABLE_NATIVE_ARRAY;
INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;
ENABLE_VIDEO;
UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;
NET_2_0_SUBSET;
DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;
ENABLE_NATIVE_ARRAY_CHECKS;
UNITY_TEAM_LICENSE;CROSS_PLATFORM_INPUT
</DefineConstants>
<ErrorReport>
prompt
</ErrorReport>
<WarningLevel>
4
</WarningLevel>
<NoWarn>
0169
</NoWarn>
...
...
@@ -159,18 +159,9 @@
<None
Include=
"Assets\Standard Assets\Effects\ImageEffects\Shaders\_Antialiasing\FXAAPreset2.shader"
/>
<None
Include=
"Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlurAndFlares.shader"
/>
<None
Include=
"Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlendForBloom.shader"
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<Reference
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<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/Editor/UnityEditor.Advertisements.dll
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<Reference
Include=
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<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/EditorTestsRunner/Editor/nunit.framework.dll
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<Reference
Include=
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<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/EditorTestsRunner/Editor/UnityEditor.EditorTestsRunner.dll
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<Reference
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<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll
</HintPath>
</Reference>
...
...
@@ -183,11 +174,14 @@
<Reference
Include=
"UnityEditor.Networking"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/Editor/UnityEditor.Networking.dll
</HintPath>
</Reference>
<Reference
Include=
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>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/PlaymodeTestsRunner/Editor/UnityEditor.PlaymodeTestsRunner.dll
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<Reference
Include=
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C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/Editor/UnityEditor.TestRunner.dll
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<Reference
Include=
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C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll
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</Reference>
<Reference
Include=
"
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"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/
Playmode
Test
s
Runner/
UnityEngine.PlaymodeTestsRunner
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<Reference
Include=
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"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/
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<Reference
Include=
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>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TreeEditor/Editor/UnityEditor.TreeEditor.dll
</HintPath>
...
...
@@ -204,8 +198,8 @@
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Include=
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C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll
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<Reference
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</HintPath>
...
...
Assembly-CSharp-Editor.csproj
View file @
a3416545
...
...
@@ -20,7 +20,7 @@
<DebugType>
full
</DebugType>
<Optimize>
false
</Optimize>
<OutputPath>
Temp\bin\Debug\
</OutputPath>
<DefineConstants>
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VIDEO;ENABLE_
VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;CROSS_PLATFORM_INPUT
</DefineConstants>
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ENABLE_NATIVE_ARRAY;
INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;
ENABLE_VIDEO;
UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;
NET_2_0_SUBSET;
DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;
ENABLE_NATIVE_ARRAY_CHECKS;
UNITY_TEAM_LICENSE;CROSS_PLATFORM_INPUT
</DefineConstants>
<ErrorReport>
prompt
</ErrorReport>
<WarningLevel>
4
</WarningLevel>
<NoWarn>
0169
</NoWarn>
...
...
@@ -157,18 +157,9 @@
<Reference
Include=
"Assembly-UnityScript"
>
<HintPath>
C:/Users/yuki/Documents/Work/Listen/Library/ScriptAssemblies/Assembly-UnityScript.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.Advertisements"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEditor.Advertisements"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/Editor/UnityEditor.Advertisements.dll
</HintPath>
</Reference>
<Reference
Include=
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>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/EditorTestsRunner/Editor/nunit.framework.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEditor.EditorTestsRunner"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/EditorTestsRunner/Editor/UnityEditor.EditorTestsRunner.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.UI"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll
</HintPath>
</Reference>
...
...
@@ -181,11 +172,14 @@
<Reference
Include=
"UnityEditor.Networking"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/Editor/UnityEditor.Networking.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEditor.PlaymodeTestsRunner"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/PlaymodeTestsRunner/Editor/UnityEditor.PlaymodeTestsRunner.dll
</HintPath>
<Reference
Include=
"UnityEditor.TestRunner"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/Editor/UnityEditor.TestRunner.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.TestRunner"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll
</HintPath>
</Reference>
<Reference
Include=
"
UnityEngine.PlaymodeTestsRunner
"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/
Playmode
Test
s
Runner/
UnityEngine.PlaymodeTestsRunner
.dll
</HintPath>
<Reference
Include=
"
nunit.framework
"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/
nunit.framework
.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEditor.TreeEditor"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TreeEditor/Editor/UnityEditor.TreeEditor.dll
</HintPath>
...
...
@@ -202,8 +196,8 @@
<Reference
Include=
"UnityEngine.HoloLens"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll
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<Reference
Include=
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C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/
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>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/Editor/UnityEditor.VR.dll
</HintPath>
...
...
Assembly-CSharp-firstpass.csproj
View file @
a3416545
...
...
@@ -20,7 +20,7 @@
<DebugType>
full
</DebugType>
<Optimize>
false
</Optimize>
<OutputPath>
Temp\bin\Debug\
</OutputPath>
<DefineConstants>
DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_
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5
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VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;CROSS_PLATFORM_INPUT
</DefineConstants>
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DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_
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ENABLE_NATIVE_ARRAY;
INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;
ENABLE_VIDEO;
UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;
NET_2_0_SUBSET;
DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;
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</DefineConstants>
<ErrorReport>
prompt
</ErrorReport>
<WarningLevel>
4
</WarningLevel>
<NoWarn>
0169
</NoWarn>
...
...
@@ -222,17 +222,17 @@
<None
Include=
"Assets\Standard Assets\Effects\ImageEffects\Shaders\_Antialiasing\FXAAPreset2.shader"
/>
<None
Include=
"Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlurAndFlares.shader"
/>
<None
Include=
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Include=
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C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll
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Include=
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...
...
@@ -240,9 +240,6 @@
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...
...
Assembly-CSharp.csproj
View file @
a3416545
...
...
@@ -20,7 +20,7 @@
<DebugType>
full
</DebugType>
<Optimize>
false
</Optimize>
<OutputPath>
Temp\bin\Debug\
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_0;UNITY_5_
5
;UNITY_5;UNITY_64;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_
VIDEO;ENABLE_
VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;CROSS_PLATFORM_INPUT
</DefineConstants>
<DefineConstants>
DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_
6_OR_NEWER;UNITY_5_6
_0;UNITY_5_
6
;UNITY_5;UNITY_64;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_
PVR_GI;ENABLE_
MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_
RUNTIME_NAVMESH_BUILDING;ENABLE_
SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;
ENABLE_NATIVE_ARRAY;
INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;
ENABLE_VIDEO;
UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;
NET_2_0_SUBSET;
DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;
ENABLE_NATIVE_ARRAY_CHECKS;
UNITY_TEAM_LICENSE;CROSS_PLATFORM_INPUT
</DefineConstants>
<ErrorReport>
prompt
</ErrorReport>
<WarningLevel>
4
</WarningLevel>
<NoWarn>
0169
</NoWarn>
...
...
@@ -260,17 +260,17 @@
<None
Include=
"Assets\Standard Assets\Effects\ImageEffects\Shaders\_Antialiasing\FXAAPreset2.shader"
/>
<None
Include=
"Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlurAndFlares.shader"
/>
<None
Include=
"Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlendForBloom.shader"
/>
<Reference
Include=
"UnityEngine.Advertisements"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.UI"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.Networking"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.PlaymodeTestsRunner"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/PlaymodeTestsRunner/UnityEngine.PlaymodeTestsRunner.dll
</HintPath>
<Reference
Include=
"UnityEngine.TestRunner"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll
</HintPath>
</Reference>
<Reference
Include=
"nunit.framework"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/nunit.framework.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.Analytics"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll
</HintPath>
...
...
@@ -278,9 +278,6 @@
<Reference
Include=
"UnityEngine.HoloLens"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.Purchasing"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.VR"
>
<HintPath>
C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll
</HintPath>
</Reference>
...
...
Assets/Materials/Monster/shaders/bumpSpecmap.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04
...
...
@@ -60,7 +62,7 @@ Shader "custom/bumpSpecmap" {
o
.
binormalDir
=
normalize
(
cross
(
o
.
normalDir
,
o
.
tangentDir
)
*
v
.
tangent
.
w
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
float3
lightColor
=
_LightColor0
.
rgb
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_VERTEX_TO_FRAGMENT
(
o
)
return
o
;
}
...
...
@@ -146,7 +148,7 @@ Shader "custom/bumpSpecmap" {
o
.
binormalDir
=
normalize
(
cross
(
o
.
normalDir
,
o
.
tangentDir
)
*
v
.
tangent
.
w
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
float3
lightColor
=
_LightColor0
.
rgb
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_VERTEX_TO_FRAGMENT
(
o
)
return
o
;
}
...
...
Assets/Materials/Monster/shaders/caveShader.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04
...
...
@@ -63,7 +65,7 @@ Shader "custom/caveShader" {
o
.
binormalDir
=
normalize
(
cross
(
o
.
normalDir
,
o
.
tangentDir
)
*
v
.
tangent
.
w
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
float3
lightColor
=
_LightColor0
.
rgb
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_VERTEX_TO_FRAGMENT
(
o
)
return
o
;
}
...
...
@@ -166,7 +168,7 @@ Shader "custom/caveShader" {
o
.
binormalDir
=
normalize
(
cross
(
o
.
normalDir
,
o
.
tangentDir
)
*
v
.
tangent
.
w
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
float3
lightColor
=
_LightColor0
.
rgb
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_VERTEX_TO_FRAGMENT
(
o
)
return
o
;
}
...
...
Assets/Materials/Monster/shaders/metalA.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04
...
...
@@ -64,7 +66,7 @@ Shader "custom/metalA" {
o
.
binormalDir
=
normalize
(
cross
(
o
.
normalDir
,
o
.
tangentDir
)
*
v
.
tangent
.
w
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
float3
lightColor
=
_LightColor0
.
rgb
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_VERTEX_TO_FRAGMENT
(
o
)
return
o
;
}
...
...
@@ -156,7 +158,7 @@ Shader "custom/metalA" {
o
.
binormalDir
=
normalize
(
cross
(
o
.
normalDir
,
o
.
tangentDir
)
*
v
.
tangent
.
w
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
float3
lightColor
=
_LightColor0
.
rgb
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_VERTEX_TO_FRAGMENT
(
o
)
return
o
;
}
...
...
Assets/Materials/Monster/shaders/monsterShader.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04
...
...
@@ -66,7 +68,7 @@ Shader "custom/monsterShader" {
o
.
binormalDir
=
normalize
(
cross
(
o
.
normalDir
,
o
.
tangentDir
)
*
v
.
tangent
.
w
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
float3
lightColor
=
_LightColor0
.
rgb
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_VERTEX_TO_FRAGMENT
(
o
)
return
o
;
}
...
...
@@ -161,7 +163,7 @@ Shader "custom/monsterShader" {
o
.
binormalDir
=
normalize
(
cross
(
o
.
normalDir
,
o
.
tangentDir
)
*
v
.
tangent
.
w
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
float3
lightColor
=
_LightColor0
.
rgb
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_VERTEX_TO_FRAGMENT
(
o
)
return
o
;
}
...
...
Assets/Materials/Monster/shaders/vertexAnim.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.04
...
...
@@ -65,7 +67,7 @@ Shader "custom/alphavertexAnimated" {
v
.
vertex
.
xyz
+=
(
normalize
((
float3
(
1
,
0
.
3970588
,
0
.
3970588
)
+
v
.
normal
))
*
o
.
vertexColor
.
r
*
sin
(((
o
.
vertexColor
.
b
*
3
.
141592654
)
+
node_392
.
b
))
*
0
.
1
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
float3
lightColor
=
_LightColor0
.
rgb
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
return
o
;
}
fixed4
frag
(
VertexOutput
i
)
:
COLOR
{
...
...
@@ -162,7 +164,7 @@ Shader "custom/alphavertexAnimated" {
v
.
vertex
.
xyz
+=
(
normalize
((
float3
(
1
,
0
.
3970588
,
0
.
3970588
)
+
v
.
normal
))
*
o
.
vertexColor
.
r
*
sin
(((
o
.
vertexColor
.
b
*
3
.
141592654
)
+
node_392
.
b
))
*
0
.
1
);
o
.
posWorld
=
mul
(
unity_ObjectToWorld
,
v
.
vertex
);
float3
lightColor
=
_LightColor0
.
rgb
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_VERTEX_TO_FRAGMENT
(
o
)
return
o
;
}
...
...
@@ -247,7 +249,7 @@ Shader "custom/alphavertexAnimated" {
o
.
normalDir
=
mul
(
unity_ObjectToWorld
,
float4
(
v
.
normal
,
0
)).
xyz
;
float4
node_392
=
_Time
+
_TimeEditor
;
v
.
vertex
.
xyz
+=
(
normalize
((
float3
(
1
,
0
.
3970588
,
0
.
3970588
)
+
v
.
normal
))
*
o
.
vertexColor
.
r
*
sin
(((
o
.
vertexColor
.
b
*
3
.
141592654
)
+
node_392
.
b
))
*
0
.
1
);
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_SHADOW_COLLECTOR
(
o
)
return
o
;
}
...
...
@@ -300,7 +302,7 @@ Shader "custom/alphavertexAnimated" {
o
.
normalDir
=
mul
(
unity_ObjectToWorld
,
float4
(
v
.
normal
,
0
)).
xyz
;
float4
node_392
=
_Time
+
_TimeEditor
;
v
.
vertex
.
xyz
+=
(
normalize
((
float3
(
1
,
0
.
3970588
,
0
.
3970588
)
+
v
.
normal
))
*
o
.
vertexColor
.
r
*
sin
(((
o
.
vertexColor
.
b
*
3
.
141592654
)
+
node_392
.
b
))
*
0
.
1
);
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
TRANSFER_SHADOW_CASTER
(
o
)
return
o
;
}
...
...
Assets/Scripts/Tools/AM.cs
View file @
a3416545
...
...
@@ -20,6 +20,7 @@ public class AM : MonoBehaviour {
private
int
spec_size
=
1024
;
private
int
samp_size
=
1024
;
private
int
buffer_size
=
44100
;
private
int
fmax
=
24000
;
private
float
rms
;
private
float
vol
;
private
float
spot_angle
=
1
;
...
...
@@ -29,13 +30,23 @@ public class AM : MonoBehaviour {
[
Range
(
0
,
64
)]
public
int
low_range
=
13
;
public
bool
set_low
=
false
;
private
Vector3
calibrated_low
;
[
Range
(
0
,
512
)]
public
int
mid_range
=
44
;
public
bool
set_mid
=
false
;
private
Vector3
calibrated_mid
;
[
Range
(
0
,
1024
)]
public
int
high_range
=
51
;
public
bool
set_high
=
false
;
private
Vector3
calibrated_high
;
void
Start
()
{
i
=
this
;
buffer_size
=
AudioSettings
.
outputSampleRate
;
fmax
=
AudioSettings
.
outputSampleRate
/
2
;
spec_data
=
new
float
[
spec_size
];
samp_data
=
new
float
[
samp_size
];
...
...
@@ -46,14 +57,17 @@ public class AM : MonoBehaviour {
mic_source
.
loop
=
true
;
//loops the second of audio
mic_source
.
Play
();
//starts the playback
mic_source
.
volume
=
0.5f
;
//Mutes the audiosource
set_low
=
false
;
set_mid
=
false
;
set_high
=
false
;
InvokeRepeating
(
"BufferPopulator"
,
0
,
1.0f
/
audio_update_rate
);
//Begins another thread
InvokeRepeating
(
"AmplitudeAnalysis"
,
0
,
1.0f
/
audio_update_rate
);
//Begins another thread
InvokeRepeating
(
"PitchAnalysis"
,
0
,
1.0f
/
audio_update_rate
);
//Begins another thread
InvokeRepeating
(
"
Complex
PitchAnalysis"
,
0
,
1.0f
/
audio_update_rate
);
//Begins another thread
}
public
void
BufferPopulator
()
{
mic_source
.
GetSpectrumData
(
spec_data
,
0
,
FFTWindow
.
Hamming
);
mic_source
.
GetSpectrumData
(
spec_data
,
0
,
FFTWindow
.
BlackmanHarris
);
mic_source
.
clip
.
GetData
(
samp_data
,
0
);
}
...
...
@@ -71,8 +85,7 @@ public class AM : MonoBehaviour {
else
vol
=
0
;
}
public
void
PitchAnalysis
()
{
public
void
ComplexPitchAnalysis
()
{
//Low - Around 84Hz
float
Low
=
(
spec_data
[
low_range
]
+
spec_data
[
low_range
+
1
]
+
spec_data
[
low_range
+
2
]
+
spec_data
[
low_range
+
3
])
/
4
;
if
(
Low
>
0.00001
)
average_pitch_low
=
Low
*
100
;
...
...
@@ -87,6 +100,11 @@ public class AM : MonoBehaviour {
float
High
=
(
spec_data
[
high_range
]
+
spec_data
[
high_range
+
1
]
+
spec_data
[
high_range
+
2
]
+
spec_data
[
high_range
+
3
]
+
spec_data
[
high_range
+
4
]
+
spec_data
[
high_range
+
5
]
+
spec_data
[
high_range
+
6
]
+
spec_data
[
high_range
+
7
])
/
8
;
if
(
High
>
0.00001
)
average_pitch_high
=
High
*
100
;
else
average_pitch_high
=
0
;
//Manually calibrate values on the spot:
if
(
set_low
)
{
calibrated_low
=
GetComplexPitch
();
set_low
=
false
;
print
(
"Low calibrated to: "
+
calibrated_low
);
}
if
(
set_mid
)
{
calibrated_mid
=
GetComplexPitch
();
set_mid
=
false
;
print
(
"Mid calibrated to: "
+
calibrated_mid
);
}
if
(
set_high
)
{
calibrated_high
=
GetComplexPitch
();
set_high
=
false
;
print
(
"High calibrated to: "
+
calibrated_high
);
}
}
//Getter functions:
...
...
@@ -99,10 +117,16 @@ public class AM : MonoBehaviour {
}
public
string
GetAveragePitch
()
{
string
output
=
""
;
if
(
average_pitch_low
>
average_pitch_mid
&&
average_pitch_low
>
average_pitch_high
)
output
=
"LOW"
;
if
(
average_pitch_mid
>
average_pitch_low
&&
average_pitch_mid
>
average_pitch_high
)
output
=
"MEDIUM"
;
if
(
average_pitch_high
>
average_pitch_low
&&
average_pitch_high
>
average_pitch_mid
)
output
=
"HIGH"
;
string
output
=
"N/A"
;
float
confidence
=
0.1f
;
Vector3
control_vector
=
new
Vector3
(
confidence
,
confidence
,
confidence
);
Vector3
delta_low
=
calibrated_low
-
GetComplexPitch
();
Vector3
delta_mid
=
calibrated_mid
-
GetComplexPitch
();
Vector3
delta_high
=
calibrated_high
-
GetComplexPitch
();
if
(
delta_low
.
x
<=
control_vector
.
x
&&
delta_low
.
y
<=
control_vector
.
y
&&
delta_low
.
z
<=
control_vector
.
z
)
output
=
"LOW"
;
if
(
delta_mid
.
x
<=
control_vector
.
x
&&
delta_mid
.
y
<=
control_vector
.
y
&&
delta_mid
.
z
<=
control_vector
.
z
)
output
=
"MEDIUM"
;
if
(
delta_high
.
x
<=
control_vector
.
x
&&
delta_high
.
y
<=
control_vector
.
y
&&
delta_high
.
z
<=
control_vector
.
z
)
output
=
"HIGH"
;
return
output
;
}
...
...
@@ -129,7 +153,7 @@ public class AM : MonoBehaviour {
//Be aware! Some mad linear interpolation is happening here:
if
(
pitch_based
)
{
return
Color
.
Lerp
(
Color
.
white
,
Color
.
black
,
Mathf
.
PingPong
(
Time
.
time
,
1
)
);
return
new
Color
(
average_pitch_high
/
2
,
average_pitch_high
/
4
,
0.7f
,
0.4f
);
}
else
{
float
r
=
Mathf
.
Abs
((
rms
-
color_range_min
)
/
color_range_max
);
float
b
=
Mathf
.
Abs
(
1
-
r
);
...
...
@@ -141,4 +165,52 @@ public class AM : MonoBehaviour {
public
float
map
(
float
value
,
float
low_in
,
float
high_in
,
float
low_out
,
float
high_out
)
{
return
low_out
+
(
value
-
low_in
)
*
(
high_out
-
low_out
)
/
(
high_in
-
low_in
);
}
public
float
BandLow
()
{
float
output
=
0
;
float
flow
=
80
;
float
fhigh
=
110
;
int
n1
=
(
int
)
Mathf
.
Floor
(
flow
*
buffer_size
/
fmax
);
int
n2
=
(
int
)
Mathf
.
Floor
(
fhigh
*
buffer_size
/
fmax
);
float
sum
=
0
;
for
(
int
i
=
n1
;
i
<=
n2
;
i
++)
{
sum
+=
spec_data
[
i
];
}
output
=
sum
/
(
n2
-
n1
+
1
);
print
(
output
);
return
output
;
}
public
float
BandMid
()
{
float
output
=
0
;
float
flow
=
200
;
float
fhigh
=
400
;
int
n1
=
(
int
)
Mathf
.
Floor
(
flow
*
buffer_size
/
fmax
);
int
n2
=
(
int
)
Mathf
.
Floor
(
fhigh
*
buffer_size
/
fmax
);
float
sum
=
0
;
for
(
int
i
=
n1
;
i
<=
n2
;
i
++)
{
sum
+=
spec_data
[
i
];
}
output
=
sum
/
(
n2
-
n1
+
1
);
print
(
output
);
return
output
;
}
public
float
BandHigh
()
{
float
output
=
0
;
float
flow
=
400
;
float
fhigh
=
2000
;
int
n1
=
(
int
)
Mathf
.
Floor
(
flow
*
buffer_size
/
fmax
);
int
n2
=
(
int
)
Mathf
.
Floor
(
fhigh
*
buffer_size
/
fmax
);
float
sum
=
0
;
for
(
int
i
=
n1
;
i
<=
n2
;
i
++)
{
sum
+=
spec_data
[
i
];
}
output
=
sum
/
(
n2
-
n1
+
1
);
print
(
output
);
return
output
;
}
}
\ No newline at end of file
Assets/Scripts/UI/Instructions.cs
View file @
a3416545
...
...
@@ -13,6 +13,7 @@ public class Instructions : MonoBehaviour {
void
Update
()
{
if
(
GO_player
.
activeSelf
)
{
if
(!
SwitchState
.
switch_status
&&
!
SwitchState
.
player_near_switch
)
info_text
.
text
=
"Don't worry, you are safe here =)"
+
"\n"
+
"Frist, try to find the switch and turn on the light."
+
"\n"
;
if
(
SwitchState
.
player_near_switch
)
info_text
.
text
=
"That's it! you found it!"
+
"\n"
+
"Now press switch in on by moving the controller towards the switch and press the touchpad"
;
...
...
Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Per pixel bumped refraction.
// Uses a normal map to distort the image behind, and
// an additional texture to tint the color.
...
...
@@ -56,7 +58,7 @@ float4 _MainTex_ST;
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
#if UNITY_UV_STARTS_AT_TOP
float
scale
=
-
1
.
0
;
#else
...
...
Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/BlendModesOverlay"
{
Properties
{
_MainTex
(
"Screen Blended"
,
2
D
)
=
""
{}
...
...
@@ -25,7 +27,7 @@ Shader "Hidden/BlendModesOverlay" {
v2f
vert
(
appdata_img
v
)
{
v2f
o
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
uv
[
0
]
=
UnityStereoScreenSpaceUVAdjust
(
float2
(
dot
(
v
.
texcoord
.
xy
,
_UV_Transform
.
xy
),
...
...
Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/BlurEffectConeTap"
{
Properties
{
_MainTex
(
""
,
any
)
=
""
{}
}
CGINCLUDE
...
...
@@ -13,7 +15,7 @@ Shader "Hidden/BlurEffectConeTap" {
half4
_BlurOffsets
;
v2f
vert
(
appdata_img
v
)
{
v2f
o
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
uv
=
v
.
texcoord
-
_BlurOffsets
.
xy
*
_MainTex_TexelSize
.
xy
;
// hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon
#ifdef UNITY_SINGLE_PASS_STEREO
...
...
Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
CAMERA MOTION BLUR IMAGE EFFECTS
...
...
@@ -95,7 +97,7 @@
v2f
vert
(
appdata_img
v
)
{
v2f
o
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
uv
=
UnityStereoScreenSpaceUVAdjust
(
v
.
texcoord
.
xy
,
_MainTex_ST
);
return
o
;
}
...
...
Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlurDX11.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
/*
NOTES: see CameraMotionBlur.shader
*/
...
...
@@ -52,7 +54,7 @@
v2f
vert
(
appdata_img
v
)
{
v2f
o
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
uv
=
UnityStereoScreenSpaceUVAdjust
(
v
.
texcoord
.
xy
,
_MainTex_ST
);
return
o
;
}
...
...
Assets/Standard Assets/Effects/ImageEffects/Shaders/ChromaticAberrationShader.shader
View file @
a3416545
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/ChromaticAberration"
{
Properties
{
_MainTex
(
"Base"
,
2
D
)
=
""
{}
...
...
@@ -24,7 +26,7 @@ Shader "Hidden/ChromaticAberration" {
v2f
vert
(
appdata_img
v
)
{
v2f
o
;
o
.
pos
=
mul
(