feat(assets): add Magica Cloth 2 and install jp.lilxyzw.liltoon via LFS
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|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
public class AutoRotate : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Vector3 eulers = new Vector3(0, 90, 0);
|
||||||
|
public Space space = Space.World;
|
||||||
|
public enum UpdateMode
|
||||||
|
{
|
||||||
|
Update,
|
||||||
|
FixedUpdate,
|
||||||
|
}
|
||||||
|
[SerializeField]
|
||||||
|
private UpdateMode updateMode = UpdateMode.Update;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
[Range(0.1f, 5.0f)]
|
||||||
|
private float interval = 2.0f;
|
||||||
|
|
||||||
|
public bool useSin = true;
|
||||||
|
|
||||||
|
|
||||||
|
private float time = 0;
|
||||||
|
|
||||||
|
protected void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (updateMode == UpdateMode.FixedUpdate)
|
||||||
|
UpdatePosition(Time.fixedDeltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void Update()
|
||||||
|
{
|
||||||
|
if (updateMode == UpdateMode.Update)
|
||||||
|
UpdatePosition(Time.deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdatePosition(float dtime)
|
||||||
|
{
|
||||||
|
if (useSin)
|
||||||
|
{
|
||||||
|
time += dtime;
|
||||||
|
float ang = (time % interval) / interval * Mathf.PI * 2.0f;
|
||||||
|
var t = Mathf.Sin(ang);
|
||||||
|
if (space == Space.World)
|
||||||
|
transform.eulerAngles = eulers * t;
|
||||||
|
else
|
||||||
|
transform.localEulerAngles = eulers * t;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
transform.Rotate(eulers * dtime, space);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
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|
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|
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|
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|
||||||
|
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|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/AutoRotate.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,249 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// カメラ回転
|
||||||
|
/// </summary>
|
||||||
|
public class CameraOrbit : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private Transform cameraTransform;
|
||||||
|
|
||||||
|
[Header("Camera Target")]
|
||||||
|
public Transform cameraTarget;
|
||||||
|
public Vector3 cameraTargetPos;
|
||||||
|
public Vector3 cameraTargetOffset;
|
||||||
|
|
||||||
|
[Header("Now Position")]
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraDist = 1.5f;
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraPitch = 21.0f;
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraYaw = 180.0f;
|
||||||
|
|
||||||
|
[Header("Parameter")]
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraDistHokanTime = 0.1f;
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraAngleHokanTime = 0.1f;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraDistSpeed = 0.02f;
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraDistMax = 8.0f;
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraDistMin = 0.1f;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraYawSpeed = 0.3f;
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraPitchSpeed = 0.3f;
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraMaxAngleSpeed = 100.0f;
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraPitchMax = 89.0f;
|
||||||
|
[SerializeField]
|
||||||
|
private float cameraPitchMin = -89.0f;
|
||||||
|
|
||||||
|
// 中ボタンドラッグによる移動
|
||||||
|
public enum MoveMode
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
UpDown,
|
||||||
|
Free,
|
||||||
|
}
|
||||||
|
[SerializeField]
|
||||||
|
private MoveMode moveMode = MoveMode.Free;
|
||||||
|
[SerializeField]
|
||||||
|
private float moveSpeed = 0.002f;
|
||||||
|
|
||||||
|
// 自動回転
|
||||||
|
[Header("Auto Rotation")]
|
||||||
|
[SerializeField]
|
||||||
|
private bool useAutoRotation = false;
|
||||||
|
[SerializeField]
|
||||||
|
private float autoRotationSpeed = 90.0f;
|
||||||
|
|
||||||
|
|
||||||
|
// 移動作業用
|
||||||
|
private float setCameraDist;
|
||||||
|
private float setCameraPitch;
|
||||||
|
private float setCameraYaw;
|
||||||
|
private float cameraDistVelocity;
|
||||||
|
private float cameraPitchVelocity;
|
||||||
|
private float cameraYawVelocity;
|
||||||
|
private float offsetYaw;
|
||||||
|
|
||||||
|
protected void Start()
|
||||||
|
{
|
||||||
|
if (cameraTransform == null)
|
||||||
|
{
|
||||||
|
var cam = GetComponent<Camera>();
|
||||||
|
if (cam)
|
||||||
|
cameraTransform = cam.transform;
|
||||||
|
}
|
||||||
|
if (cameraTransform == null)
|
||||||
|
enabled = false;
|
||||||
|
|
||||||
|
setCameraDist = cameraDist;
|
||||||
|
setCameraPitch = cameraPitch;
|
||||||
|
setCameraYaw = cameraYaw;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void OnEnable()
|
||||||
|
{
|
||||||
|
// 入力イベント登録
|
||||||
|
SimpleInputManager.OnTouchMove += OnTouchMove;
|
||||||
|
SimpleInputManager.OnDoubleTouchMove += OnDoubleTouchMove;
|
||||||
|
SimpleInputManager.OnTouchPinch += OnTouchPinch;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void OnDisable()
|
||||||
|
{
|
||||||
|
// 入力イベント解除
|
||||||
|
SimpleInputManager.OnTouchMove -= OnTouchMove;
|
||||||
|
SimpleInputManager.OnDoubleTouchMove -= OnDoubleTouchMove;
|
||||||
|
SimpleInputManager.OnTouchPinch -= OnTouchPinch;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void LateUpdate()
|
||||||
|
{
|
||||||
|
// カメラ更新
|
||||||
|
updateCamera();
|
||||||
|
}
|
||||||
|
|
||||||
|
// カメラ更新
|
||||||
|
private void updateCamera()
|
||||||
|
{
|
||||||
|
if (cameraTransform == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// カメラターゲットポジション
|
||||||
|
cameraTargetPos = cameraTarget ? cameraTarget.position : transform.position;
|
||||||
|
|
||||||
|
// 補間
|
||||||
|
cameraDist = Mathf.SmoothDamp(cameraDist, setCameraDist, ref cameraDistVelocity, cameraDistHokanTime);
|
||||||
|
cameraPitch = Mathf.SmoothDampAngle(cameraPitch, setCameraPitch, ref cameraPitchVelocity, cameraAngleHokanTime);
|
||||||
|
cameraYaw = Mathf.SmoothDampAngle(cameraYaw, setCameraYaw, ref cameraYawVelocity, cameraAngleHokanTime);
|
||||||
|
|
||||||
|
// 自動回転
|
||||||
|
if (useAutoRotation)
|
||||||
|
{
|
||||||
|
offsetYaw += autoRotationSpeed * Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 座標確定
|
||||||
|
Quaternion q = Quaternion.Euler(cameraPitch, cameraYaw + offsetYaw, 0);
|
||||||
|
q = transform.rotation * q; // コンポーネントの回転
|
||||||
|
Vector3 v = new Vector3(0, 0, -cameraDist);
|
||||||
|
Vector3 pos = q * v;
|
||||||
|
|
||||||
|
// ターゲットポジション
|
||||||
|
Vector3 tarpos = cameraTargetPos + transform.TransformVector(cameraTargetOffset);
|
||||||
|
Vector3 fixpos = tarpos + pos;
|
||||||
|
cameraTransform.position = fixpos;
|
||||||
|
|
||||||
|
// 回転確定
|
||||||
|
Vector3 relativePos = tarpos - cameraTransform.position;
|
||||||
|
Quaternion rot = Quaternion.LookRotation(relativePos, transform.up);
|
||||||
|
cameraTransform.rotation = rot;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 回転操作
|
||||||
|
private void updatePitchYaw(Vector2 speed)
|
||||||
|
{
|
||||||
|
// Yaw
|
||||||
|
setCameraYaw += speed.x * cameraYawSpeed;
|
||||||
|
|
||||||
|
// Pitch
|
||||||
|
setCameraPitch += -speed.y * cameraPitchSpeed;
|
||||||
|
setCameraPitch = Mathf.Clamp(setCameraPitch, cameraPitchMin, cameraPitchMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 移動操作
|
||||||
|
private void updateOffset(Vector2 speed)
|
||||||
|
{
|
||||||
|
if (cameraTransform == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (moveMode == MoveMode.UpDown)
|
||||||
|
{
|
||||||
|
cameraTargetOffset.y -= speed.y * moveSpeed;
|
||||||
|
}
|
||||||
|
else if (moveMode == MoveMode.Free)
|
||||||
|
{
|
||||||
|
Vector3 offset = moveSpeed * -speed.y * transform.InverseTransformDirection(cameraTransform.up);
|
||||||
|
offset += moveSpeed * -speed.x * transform.InverseTransformDirection(cameraTransform.right);
|
||||||
|
|
||||||
|
cameraTargetOffset += offset;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ズーム操作
|
||||||
|
private void updateZoom(float speed)
|
||||||
|
{
|
||||||
|
float value = speed * cameraDistSpeed;
|
||||||
|
float scl = Mathf.InverseLerp(cameraDistMin, cameraDistMax, setCameraDist);
|
||||||
|
scl = Mathf.Clamp(scl, 0.1f, 1.0f);
|
||||||
|
setCameraDist -= value * scl;
|
||||||
|
setCameraDist = Mathf.Clamp(setCameraDist, cameraDistMin, cameraDistMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
//=============================================================================================
|
||||||
|
/// <summary>
|
||||||
|
/// 入力通知:移動
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="screenPos"></param>
|
||||||
|
/// <param name="screenVelocity"></param>
|
||||||
|
private void OnTouchMove(int fid, Vector2 screenPos, Vector2 screenVelocity, Vector2 cmVelocity)
|
||||||
|
{
|
||||||
|
screenVelocity *= SpeedAdjustment();
|
||||||
|
|
||||||
|
if (fid == 2)
|
||||||
|
{
|
||||||
|
// 中ドラッグ
|
||||||
|
updateOffset(screenVelocity);
|
||||||
|
}
|
||||||
|
else if (fid == 0)
|
||||||
|
{
|
||||||
|
// 左ドラッグ
|
||||||
|
// 最大速度
|
||||||
|
screenVelocity = Vector2.ClampMagnitude(screenVelocity, cameraMaxAngleSpeed);
|
||||||
|
updatePitchYaw(screenVelocity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDoubleTouchMove(int fid, Vector2 screenPos, Vector2 screenVelocity, Vector2 cmVelocity)
|
||||||
|
{
|
||||||
|
screenVelocity *= SpeedAdjustment();
|
||||||
|
|
||||||
|
if (SimpleInputManager.Instance.GetTouchCount() >= 3)
|
||||||
|
updateOffset(screenVelocity);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 入力通知:ピンチイン/アウト
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="speedscr"></param>
|
||||||
|
/// <param name="speedcm"></param>
|
||||||
|
private void OnTouchPinch(float speedscr, float speedcm)
|
||||||
|
{
|
||||||
|
speedcm *= SpeedAdjustment();
|
||||||
|
|
||||||
|
if (SimpleInputManager.Instance.GetTouchCount() < 3)
|
||||||
|
updateZoom(speedcm);
|
||||||
|
}
|
||||||
|
|
||||||
|
private float SpeedAdjustment()
|
||||||
|
{
|
||||||
|
return Time.deltaTime * 60.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,18 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1fd18111ed866534a92d0a2a59d1608d
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
AssetOrigin:
|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CameraOrbit.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,136 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 基本的なシングルトンテンプレート
|
||||||
|
/// ・シーンに無い場合は作成する
|
||||||
|
/// ・自動初期化呼び出し機能
|
||||||
|
/// ・DontDestroyOnLoad設定
|
||||||
|
/// ・実行前でもInstanceアクセス可能
|
||||||
|
/// </summary>
|
||||||
|
/// <typeparam name="T"></typeparam>
|
||||||
|
public abstract class CreateSingleton<T> : MonoBehaviour where T : MonoBehaviour
|
||||||
|
{
|
||||||
|
private static T instance;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 初期化フラグ
|
||||||
|
/// </summary>
|
||||||
|
private static T initInstance;
|
||||||
|
|
||||||
|
private static bool isDestroy;
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Reload Domain 対応
|
||||||
|
/// ※残念ながらジェネリッククラスでは[RuntimeInitializeOnLoadMethod]が利用できないため、
|
||||||
|
/// この初期化関数を派生元で[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||||
|
/// を使用して呼び出さなければならない
|
||||||
|
/// </summary>
|
||||||
|
protected static void InitMember()
|
||||||
|
{
|
||||||
|
instance = null;
|
||||||
|
initInstance = null;
|
||||||
|
isDestroy = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static T Instance
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (instance == null)
|
||||||
|
{
|
||||||
|
// FindObjectOfTypeはそれなりに負荷がかかるので注意!
|
||||||
|
// 非アクティブのオブジェクトは発見できないので注意!
|
||||||
|
#if UNITY_6000_4_OR_NEWER
|
||||||
|
instance = FindAnyObjectByType<T>();
|
||||||
|
#elif UNITY_2023_1_OR_NEWER
|
||||||
|
instance = FindFirstObjectByType<T>();
|
||||||
|
#else
|
||||||
|
instance = FindObjectOfType<T>();
|
||||||
|
#endif
|
||||||
|
|
||||||
|
if (instance == null && Application.isPlaying)
|
||||||
|
{
|
||||||
|
var obj = new GameObject(typeof(T).Name);
|
||||||
|
instance = obj.AddComponent<T>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 初期化
|
||||||
|
InitInstance();
|
||||||
|
|
||||||
|
return instance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void InitInstance()
|
||||||
|
{
|
||||||
|
if (initInstance == null && instance != null && Application.isPlaying)
|
||||||
|
{
|
||||||
|
// シーン切り替えでもオブジェクトが消えないように設定
|
||||||
|
//DontDestroyOnLoad(instance.gameObject);
|
||||||
|
|
||||||
|
// 初期化呼び出し
|
||||||
|
var s = instance as CreateSingleton<T>;
|
||||||
|
s.InitSingleton();
|
||||||
|
|
||||||
|
initInstance = instance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// インスタンスが存在する場合にTrueを返します
|
||||||
|
/// </summary>
|
||||||
|
/// <returns></returns>
|
||||||
|
public static bool IsInstance()
|
||||||
|
{
|
||||||
|
return instance != null && isDestroy == false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Awake()でのインスタンス設定
|
||||||
|
/// </summary>
|
||||||
|
protected virtual void Awake()
|
||||||
|
{
|
||||||
|
if (instance == null)
|
||||||
|
{
|
||||||
|
instance = this as T;
|
||||||
|
InitInstance();
|
||||||
|
}
|
||||||
|
else if (instance != this)
|
||||||
|
{
|
||||||
|
// 2つ目のコンポーネントを発見
|
||||||
|
var s = instance as CreateSingleton<T>;
|
||||||
|
s.DuplicateDetection(this as T);
|
||||||
|
|
||||||
|
// 2つ目のコンポーネントは破棄する
|
||||||
|
Destroy(this.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void OnDestroy()
|
||||||
|
{
|
||||||
|
// インスタンスクラスならば無効化フラグを立てる
|
||||||
|
if (instance == this)
|
||||||
|
{
|
||||||
|
isDestroy = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 2つ目の破棄されるコンポーネントを通知
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="duplicate"></param>
|
||||||
|
protected virtual void DuplicateDetection(T duplicate) { }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 内部初期化
|
||||||
|
/// </summary>
|
||||||
|
protected abstract void InitSingleton();
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,18 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0d1b801c369005647ae0e5a315e0bdaf
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||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
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||||||
|
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|
||||||
|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
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|
||||||
|
assetBundleVariant:
|
||||||
|
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|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/CreateSingleton.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 776d5a1b173ef154c9bef26d30c53fcc
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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|
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||||||
|
assetBundleVariant:
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||||||
@ -0,0 +1,24 @@
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|||||||
|
{
|
||||||
|
"name": "MagicaCloth2UPMImporterShaderGraph",
|
||||||
|
"rootNamespace": "",
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||||||
|
"references": [],
|
||||||
|
"includePlatforms": [
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||||||
|
"Editor"
|
||||||
|
],
|
||||||
|
"excludePlatforms": [],
|
||||||
|
"allowUnsafeCode": false,
|
||||||
|
"overrideReferences": false,
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||||||
|
"precompiledReferences": [],
|
||||||
|
"autoReferenced": true,
|
||||||
|
"defineConstraints": [
|
||||||
|
"!MC2_SHADERGRAPH"
|
||||||
|
],
|
||||||
|
"versionDefines": [
|
||||||
|
{
|
||||||
|
"name": "com.unity.shadergraph",
|
||||||
|
"expression": "12.0.0",
|
||||||
|
"define": "MC2_SHADERGRAPH"
|
||||||
|
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|
||||||
|
],
|
||||||
|
"noEngineReferences": false
|
||||||
|
}
|
||||||
@ -0,0 +1,14 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 34d2974f64e7a9f49a48b400abf046ff
|
||||||
|
AssemblyDefinitionImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
AssetOrigin:
|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/MagicaCloth2UPMImporterShaderGraph.asmdef
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,30 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.PackageManager;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MagicaCloth2UPMImporterCollections
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 必要なUnityPackageの自動インストール
|
||||||
|
/// </summary>
|
||||||
|
[InitializeOnLoad]
|
||||||
|
public static class UnityPackageImporter
|
||||||
|
{
|
||||||
|
static UnityPackageImporter()
|
||||||
|
{
|
||||||
|
Install("com.unity.shadergraph");
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool Install(string id)
|
||||||
|
{
|
||||||
|
Debug.Log($"Install...{id}");
|
||||||
|
var request = Client.Add(id);
|
||||||
|
while (!request.IsCompleted) { };
|
||||||
|
if (request.Error != null) Debug.LogError(request.Error.message);
|
||||||
|
return request.Error == null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,18 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dd5d6386919360640adca6564193a8f5
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
AssetOrigin:
|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/Editor/ShaderGraph/UnityPackageImporter.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,44 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
public class GameObjectContainer : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private List<GameObject> gameObjectList = new List<GameObject>();
|
||||||
|
|
||||||
|
|
||||||
|
private Dictionary<string, GameObject> gameObjectDict = new Dictionary<string, GameObject>();
|
||||||
|
|
||||||
|
protected void Awake()
|
||||||
|
{
|
||||||
|
// create dictionary.
|
||||||
|
foreach (var obj in gameObjectList)
|
||||||
|
{
|
||||||
|
if (obj)
|
||||||
|
{
|
||||||
|
gameObjectDict.Add(obj.name, obj);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Contains(string objName)
|
||||||
|
{
|
||||||
|
return gameObjectDict.ContainsKey(objName);
|
||||||
|
}
|
||||||
|
|
||||||
|
public GameObject GetGameObject(string objName)
|
||||||
|
{
|
||||||
|
if (gameObjectDict.ContainsKey(objName))
|
||||||
|
{
|
||||||
|
return gameObjectDict[objName];
|
||||||
|
}
|
||||||
|
else
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,18 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4357444b3effcf149a7c0557d3c4ddc5
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
AssetOrigin:
|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/GameObjectContainer.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,25 @@
|
|||||||
|
{
|
||||||
|
"name": "MagicaCloth2Example",
|
||||||
|
"rootNamespace": "",
|
||||||
|
"references": [
|
||||||
|
"MagicaClothV2",
|
||||||
|
"Unity.InputSystem"
|
||||||
|
],
|
||||||
|
"includePlatforms": [],
|
||||||
|
"excludePlatforms": [],
|
||||||
|
"allowUnsafeCode": false,
|
||||||
|
"overrideReferences": true,
|
||||||
|
"precompiledReferences": [],
|
||||||
|
"autoReferenced": false,
|
||||||
|
"defineConstraints": [
|
||||||
|
"MAGICACLOTH2"
|
||||||
|
],
|
||||||
|
"versionDefines": [
|
||||||
|
{
|
||||||
|
"name": "com.unity.inputsystem",
|
||||||
|
"expression": "1.0.0",
|
||||||
|
"define": "MC2_INPUTSYSTEM"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"noEngineReferences": false
|
||||||
|
}
|
||||||
@ -0,0 +1,14 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5bc0ea054e216f5498d1a84885db7ab1
|
||||||
|
AssemblyDefinitionImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
AssetOrigin:
|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/MagicaCloth2Example.asmdef
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,82 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
public class ModelController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private List<GameObject> characterList = new List<GameObject>();
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float slowTime = 0.1f;
|
||||||
|
|
||||||
|
private bool slow;
|
||||||
|
|
||||||
|
protected void Start()
|
||||||
|
{
|
||||||
|
slow = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AnimatorAction(System.Action<Animator> act)
|
||||||
|
{
|
||||||
|
foreach (var chara in characterList)
|
||||||
|
{
|
||||||
|
if (chara && chara.activeInHierarchy)
|
||||||
|
{
|
||||||
|
var animator = chara.GetComponent<Animator>();
|
||||||
|
if (animator)
|
||||||
|
{
|
||||||
|
act(animator);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ClothAction(System.Action<MagicaCloth> act)
|
||||||
|
{
|
||||||
|
foreach (var chara in characterList)
|
||||||
|
{
|
||||||
|
if (chara && chara.activeInHierarchy)
|
||||||
|
{
|
||||||
|
var clothList = chara.GetComponentsInChildren<MagicaCloth>(true);
|
||||||
|
if (clothList != null)
|
||||||
|
{
|
||||||
|
foreach (var cloth in clothList)
|
||||||
|
{
|
||||||
|
act(cloth);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnNextButton()
|
||||||
|
{
|
||||||
|
AnimatorAction((ani) => ani.SetTrigger("Next"));
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnBackButton()
|
||||||
|
{
|
||||||
|
AnimatorAction((ani) => ani.SetTrigger("Back"));
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnSlowButton()
|
||||||
|
{
|
||||||
|
slow = !slow;
|
||||||
|
|
||||||
|
float timeScale = slow ? slowTime : 1.0f;
|
||||||
|
|
||||||
|
AnimatorAction((ani) => ani.speed = timeScale);
|
||||||
|
ClothAction((cloth) => cloth.SetTimeScale(timeScale));
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnActiveButton()
|
||||||
|
{
|
||||||
|
ClothAction((cloth) => cloth.gameObject.SetActive(!cloth.gameObject.activeSelf));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,18 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 49572a6b5327127438636ad59bdb9226
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
AssetOrigin:
|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/ModelController.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,248 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// A sample that builds MagicaCloth at runtime.
|
||||||
|
/// </summary>
|
||||||
|
public class RuntimeBuildDemo : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private GameObject characterPrefab;
|
||||||
|
[SerializeField]
|
||||||
|
private MagicaCloth frontHairSource;
|
||||||
|
[SerializeField]
|
||||||
|
private string ribbonPresetName;
|
||||||
|
[SerializeField]
|
||||||
|
private string skirtName;
|
||||||
|
[SerializeField]
|
||||||
|
private Texture2D skirtPaintMap;
|
||||||
|
|
||||||
|
GameObject character;
|
||||||
|
GameObjectContainer gameObjectContainer;
|
||||||
|
|
||||||
|
protected void Start()
|
||||||
|
{
|
||||||
|
character = null;
|
||||||
|
gameObjectContainer = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnCreateButton()
|
||||||
|
{
|
||||||
|
if (character)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Generate a character from a prefab.
|
||||||
|
GenerateCharacter();
|
||||||
|
|
||||||
|
// BoneCloth construction example (1).
|
||||||
|
SetupHairTail_BoneCloth();
|
||||||
|
|
||||||
|
// BoneCloth construction example (2).
|
||||||
|
SetupFrontHair_BoneCloth();
|
||||||
|
|
||||||
|
// BoneCloth construction example (3).
|
||||||
|
SetupRibbon_BoneCloth();
|
||||||
|
|
||||||
|
// MeshCloth construction example (1).
|
||||||
|
SetupSkirt_MeshCloth();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnRemoveButton()
|
||||||
|
{
|
||||||
|
if (character)
|
||||||
|
{
|
||||||
|
Destroy(character);
|
||||||
|
character = null;
|
||||||
|
gameObjectContainer = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Generate a character from a prefab.
|
||||||
|
/// A character already contains a<GameObjectContainer> to reference a GameObject.
|
||||||
|
/// This component is optional.
|
||||||
|
/// It's just there to help with data construction.
|
||||||
|
/// </summary>
|
||||||
|
void GenerateCharacter()
|
||||||
|
{
|
||||||
|
if (characterPrefab)
|
||||||
|
{
|
||||||
|
character = Instantiate(characterPrefab, transform);
|
||||||
|
gameObjectContainer = character.GetComponent<GameObjectContainer>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// BoneCloth construction example (1).
|
||||||
|
/// Set all parameters from a script.
|
||||||
|
/// </summary>
|
||||||
|
void SetupHairTail_BoneCloth()
|
||||||
|
{
|
||||||
|
if (character == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var obj = new GameObject("HairTail_BoneCloth");
|
||||||
|
obj.transform.SetParent(character.transform, false);
|
||||||
|
|
||||||
|
// add Magica Cloth
|
||||||
|
var cloth = obj.AddComponent<MagicaCloth>();
|
||||||
|
var sdata = cloth.SerializeData;
|
||||||
|
|
||||||
|
// bone cloth
|
||||||
|
sdata.clothType = ClothProcess.ClothType.BoneCloth;
|
||||||
|
sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_L_HairTail_00_B").transform);
|
||||||
|
sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_R_HairTail_00_B").transform);
|
||||||
|
|
||||||
|
// setup parameters
|
||||||
|
sdata.gravity = 3.0f;
|
||||||
|
sdata.damping.SetValue(0.05f);
|
||||||
|
sdata.angleRestorationConstraint.stiffness.SetValue(0.15f, 1.0f, 0.15f, true);
|
||||||
|
sdata.angleRestorationConstraint.velocityAttenuation = 0.6f;
|
||||||
|
sdata.tetherConstraint.distanceCompression = 0.5f;
|
||||||
|
sdata.inertiaConstraint.particleSpeedLimit.SetValue(true, 3.0f);
|
||||||
|
sdata.colliderCollisionConstraint.mode = ColliderCollisionConstraint.Mode.None;
|
||||||
|
|
||||||
|
// start build
|
||||||
|
cloth.BuildAndRun();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// BoneCloth construction example (2).
|
||||||
|
/// Copy parameters from an existing component.
|
||||||
|
/// </summary>
|
||||||
|
void SetupFrontHair_BoneCloth()
|
||||||
|
{
|
||||||
|
if (character == null || frontHairSource == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var obj = new GameObject("HairFront_BoneCloth");
|
||||||
|
obj.transform.SetParent(character.transform, false);
|
||||||
|
|
||||||
|
// add Magica Cloth
|
||||||
|
var cloth = obj.AddComponent<MagicaCloth>();
|
||||||
|
var sdata = cloth.SerializeData;
|
||||||
|
|
||||||
|
// bone cloth
|
||||||
|
sdata.clothType = ClothProcess.ClothType.BoneCloth;
|
||||||
|
sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_L_HairFront_00_B").transform);
|
||||||
|
sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_L_HairSide2_00_B").transform);
|
||||||
|
sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_L_HairSide_00_B").transform);
|
||||||
|
sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_R_HairFront_00_B").transform);
|
||||||
|
sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_R_HairSide2_00_B").transform);
|
||||||
|
sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_R_HairSide_00_B").transform);
|
||||||
|
|
||||||
|
// Normal direction setting for backstop
|
||||||
|
sdata.normalAlignmentSetting.alignmentMode = NormalAlignmentSettings.AlignmentMode.Transform;
|
||||||
|
sdata.normalAlignmentSetting.adjustmentTransform = gameObjectContainer.GetGameObject("HeadCenter").transform;
|
||||||
|
|
||||||
|
// setup parameters
|
||||||
|
// Copy from source settings
|
||||||
|
sdata.Import(frontHairSource, false);
|
||||||
|
|
||||||
|
// start build
|
||||||
|
cloth.BuildAndRun();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// BoneCloth construction example (3).
|
||||||
|
/// Load parameters from saved presets.
|
||||||
|
/// </summary>
|
||||||
|
void SetupRibbon_BoneCloth()
|
||||||
|
{
|
||||||
|
if (character == null || string.IsNullOrEmpty(ribbonPresetName))
|
||||||
|
return;
|
||||||
|
|
||||||
|
var obj = new GameObject("Ribbon_BoneCloth");
|
||||||
|
obj.transform.SetParent(character.transform, false);
|
||||||
|
|
||||||
|
// add Magica Cloth
|
||||||
|
var cloth = obj.AddComponent<MagicaCloth>();
|
||||||
|
var sdata = cloth.SerializeData;
|
||||||
|
|
||||||
|
// bone cloth
|
||||||
|
sdata.clothType = ClothProcess.ClothType.BoneCloth;
|
||||||
|
sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_L_HeadRibbon_00_B").transform);
|
||||||
|
sdata.rootBones.Add(gameObjectContainer.GetGameObject("J_R_HeadRibbon_00_B").transform);
|
||||||
|
|
||||||
|
// setup parameters
|
||||||
|
// Load presets from the Resource folder.
|
||||||
|
// Since presets are in TextAssets format, they can also be used as asset bundles.
|
||||||
|
var presetText = Resources.Load<TextAsset>(ribbonPresetName);
|
||||||
|
sdata.ImportJson(presetText.text);
|
||||||
|
|
||||||
|
// start build
|
||||||
|
cloth.BuildAndRun();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// MeshCloth construction example (1).
|
||||||
|
/// Reads vertex attributes from a paintmap.
|
||||||
|
/// </summary>
|
||||||
|
void SetupSkirt_MeshCloth()
|
||||||
|
{
|
||||||
|
if (character == null || skirtPaintMap == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// skirt renderer
|
||||||
|
var sobj = gameObjectContainer.GetGameObject(skirtName);
|
||||||
|
if (sobj == null)
|
||||||
|
return;
|
||||||
|
if (!sobj.TryGetComponent<Renderer>(out var skirtRenderer))
|
||||||
|
return;
|
||||||
|
|
||||||
|
// add Magica Cloth
|
||||||
|
var obj = new GameObject("Skirt_MeshCloth");
|
||||||
|
obj.transform.SetParent(character.transform, false);
|
||||||
|
var cloth = obj.AddComponent<MagicaCloth>();
|
||||||
|
var sdata = cloth.SerializeData;
|
||||||
|
|
||||||
|
// mesh cloth
|
||||||
|
sdata.clothType = ClothProcess.ClothType.MeshCloth;
|
||||||
|
sdata.sourceRenderers.Add(skirtRenderer);
|
||||||
|
|
||||||
|
// reduction settings
|
||||||
|
sdata.reductionSetting.simpleDistance = 0.0212f;
|
||||||
|
sdata.reductionSetting.shapeDistance = 0.0244f;
|
||||||
|
|
||||||
|
// paint map settings
|
||||||
|
// *** Paintmaps must have Read/Write attributes enabled! ***
|
||||||
|
sdata.paintMode = ClothSerializeData.PaintMode.Texture_Fixed_Move;
|
||||||
|
sdata.paintMaps.Add(skirtPaintMap);
|
||||||
|
|
||||||
|
// setup parameters
|
||||||
|
sdata.gravity = 1.0f;
|
||||||
|
sdata.damping.SetValue(0.03f);
|
||||||
|
sdata.angleRestorationConstraint.stiffness.SetValue(0.05f, 1.0f, 0.5f, true);
|
||||||
|
sdata.angleRestorationConstraint.velocityAttenuation = 0.5f;
|
||||||
|
sdata.angleLimitConstraint.useAngleLimit = true;
|
||||||
|
sdata.angleLimitConstraint.limitAngle.SetValue(45.0f, 0.0f, 1.0f, true);
|
||||||
|
sdata.distanceConstraint.stiffness.SetValue(0.5f, 1.0f, 0.5f, true);
|
||||||
|
sdata.tetherConstraint.distanceCompression = 0.9f;
|
||||||
|
sdata.inertiaConstraint.depthInertia = 0.7f;
|
||||||
|
sdata.inertiaConstraint.movementSpeedLimit.SetValue(true, 3.0f);
|
||||||
|
sdata.inertiaConstraint.particleSpeedLimit.SetValue(true, 3.0f);
|
||||||
|
sdata.colliderCollisionConstraint.mode = ColliderCollisionConstraint.Mode.Point;
|
||||||
|
|
||||||
|
// setup collider
|
||||||
|
// UpperLeg L
|
||||||
|
var lobj = new GameObject("CapsuleCollider_L");
|
||||||
|
lobj.transform.SetParent(gameObjectContainer.GetGameObject("Character1_LeftUpLeg").transform);
|
||||||
|
lobj.transform.localPosition = new Vector3(0.0049f, 0.0f, -0.0832f);
|
||||||
|
lobj.transform.localEulerAngles = new Vector3(0.23f, 16.376f, -0.028f);
|
||||||
|
var colliderL = lobj.AddComponent<MagicaCapsuleCollider>();
|
||||||
|
colliderL.direction = MagicaCapsuleCollider.Direction.Z;
|
||||||
|
colliderL.SetSize(0.082f, 0.094f, 0.3f);
|
||||||
|
// UpperLeg R (Symmetry)
|
||||||
|
colliderL.symmetryMode = ColliderSymmetryMode.AutomaticHumanBody;
|
||||||
|
colliderL.UpdateParameters(); // Required when changing parameters.
|
||||||
|
sdata.colliderCollisionConstraint.colliderList.Add(colliderL);
|
||||||
|
|
||||||
|
// start build
|
||||||
|
cloth.BuildAndRun();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,18 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d0126e2925cecdf4a933c28a27f415ac
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
AssetOrigin:
|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeBuildDemo.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,210 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Dress-up sample.
|
||||||
|
/// </summary>
|
||||||
|
public class RuntimeDressUpDemo : MonoBehaviour
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Avatar to change clothes.
|
||||||
|
/// </summary>
|
||||||
|
public GameObject targetAvatar;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Hair prefab with MagicaCloth set in advance.
|
||||||
|
/// </summary>
|
||||||
|
public GameObject hariEqupPrefab;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Clothes prefab with MagicaCloth set in advance.
|
||||||
|
/// </summary>
|
||||||
|
public GameObject bodyEquipPrefab;
|
||||||
|
|
||||||
|
//=========================================================================================
|
||||||
|
/// <summary>
|
||||||
|
/// Bones dictionary of avatars to dress up.
|
||||||
|
/// </summary>
|
||||||
|
Dictionary<string, Transform> targetAvatarBoneMap = new Dictionary<string, Transform>();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Information class for canceling dress-up.
|
||||||
|
/// </summary>
|
||||||
|
class EquipInfo
|
||||||
|
{
|
||||||
|
public GameObject equipObject;
|
||||||
|
public List<ColliderComponent> colliderList;
|
||||||
|
|
||||||
|
public bool IsValid() => equipObject != null;
|
||||||
|
}
|
||||||
|
EquipInfo hairEquipInfo = new EquipInfo();
|
||||||
|
EquipInfo bodyEquipInfo = new EquipInfo();
|
||||||
|
|
||||||
|
//=========================================================================================
|
||||||
|
protected void Start()
|
||||||
|
{
|
||||||
|
Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
//=========================================================================================
|
||||||
|
public void OnHairEquipButton()
|
||||||
|
{
|
||||||
|
if (hairEquipInfo.IsValid())
|
||||||
|
Remove(hairEquipInfo);
|
||||||
|
else
|
||||||
|
Equip(hariEqupPrefab, hairEquipInfo);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnBodyEquipButton()
|
||||||
|
{
|
||||||
|
if (bodyEquipInfo.IsValid())
|
||||||
|
Remove(bodyEquipInfo);
|
||||||
|
else
|
||||||
|
Equip(bodyEquipPrefab, bodyEquipInfo);
|
||||||
|
}
|
||||||
|
|
||||||
|
//=========================================================================================
|
||||||
|
/// <summary>
|
||||||
|
/// Create an avatar bone dictionary in advance.
|
||||||
|
/// </summary>
|
||||||
|
void Init()
|
||||||
|
{
|
||||||
|
Debug.Assert(targetAvatar);
|
||||||
|
|
||||||
|
// Create all bone maps for the target avatar
|
||||||
|
foreach (Transform bone in targetAvatar.GetComponentsInChildren<Transform>())
|
||||||
|
{
|
||||||
|
if (targetAvatarBoneMap.ContainsKey(bone.name) == false)
|
||||||
|
{
|
||||||
|
targetAvatarBoneMap.Add(bone.name, bone);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log($"Duplicate bone name :{bone.name}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Equip clothes.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="equipPrefab"></param>
|
||||||
|
/// <param name="einfo"></param>
|
||||||
|
void Equip(GameObject equipPrefab, EquipInfo einfo)
|
||||||
|
{
|
||||||
|
Debug.Assert(equipPrefab);
|
||||||
|
|
||||||
|
// Generate a prefab with cloth set up.
|
||||||
|
var gobj = Instantiate(equipPrefab, targetAvatar.transform);
|
||||||
|
|
||||||
|
// All cloth components included in the prefab.
|
||||||
|
var clothList = new List<MagicaCloth>(gobj.GetComponentsInChildren<MagicaCloth>());
|
||||||
|
|
||||||
|
// All collider components included in the prefab.
|
||||||
|
var colliderList = new List<ColliderComponent>(gobj.GetComponentsInChildren<ColliderComponent>());
|
||||||
|
|
||||||
|
// All renderers included in the prefab.
|
||||||
|
var skinList = new List<SkinnedMeshRenderer>(gobj.GetComponentsInChildren<SkinnedMeshRenderer>());
|
||||||
|
|
||||||
|
// First stop the automatic build that is executed with Start().
|
||||||
|
// And just in case, it does some initialization called Awake().
|
||||||
|
foreach (var cloth in clothList)
|
||||||
|
{
|
||||||
|
// Normally it is called with Awake(), but if the component is disabled, it will not be executed, so call it manually.
|
||||||
|
// Ignored if already run with Awake().
|
||||||
|
cloth.Initialize();
|
||||||
|
|
||||||
|
// Turn off auto-build on Start().
|
||||||
|
cloth.DisableAutoBuild();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Swap the bones of the SkinnedMeshRenderer.
|
||||||
|
// This process is a general dress-up process for SkinnedMeshRenderer.
|
||||||
|
// Comment out this series of processes when performing this process with functions such as other assets.
|
||||||
|
foreach (var sren in skinList)
|
||||||
|
{
|
||||||
|
var bones = sren.bones;
|
||||||
|
Transform[] newBones = new Transform[bones.Length];
|
||||||
|
|
||||||
|
for (int i = 0; i < bones.Length; ++i)
|
||||||
|
{
|
||||||
|
Transform bone = bones[i];
|
||||||
|
if (!targetAvatarBoneMap.TryGetValue(bone.name, out newBones[i]))
|
||||||
|
{
|
||||||
|
// Is the bone the renderer itself?
|
||||||
|
if (bone.name == sren.name)
|
||||||
|
{
|
||||||
|
newBones[i] = sren.transform;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// bone not found
|
||||||
|
Debug.Log($"[SkinnedMeshRenderer({sren.name})] Unable to map bone [{bone.name}] to target skeleton.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
sren.bones = newBones;
|
||||||
|
|
||||||
|
// root bone
|
||||||
|
if (targetAvatarBoneMap.ContainsKey(sren.rootBone != null ? sren.rootBone.name : null))
|
||||||
|
{
|
||||||
|
sren.rootBone = targetAvatarBoneMap[sren.rootBone.name];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Here, replace the bones used by the MagicaCloth component.
|
||||||
|
foreach (var cloth in clothList)
|
||||||
|
{
|
||||||
|
// Replaces a component's transform.
|
||||||
|
cloth.ReplaceTransform(targetAvatarBoneMap);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Move all colliders to the new avatar.
|
||||||
|
foreach (var collider in colliderList)
|
||||||
|
{
|
||||||
|
Transform parent = collider.transform.parent;
|
||||||
|
if (parent && targetAvatarBoneMap.ContainsKey(parent.name))
|
||||||
|
{
|
||||||
|
Transform newParent = targetAvatarBoneMap[parent.name];
|
||||||
|
|
||||||
|
// After changing the parent, you need to write back the local posture and align it.
|
||||||
|
collider.transform.GetLocalPositionAndRotation(out var localPosition, out var localRotation);
|
||||||
|
collider.transform.SetParent(newParent);
|
||||||
|
collider.transform.SetLocalPositionAndRotation(localPosition, localRotation);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Finally let's start building the cloth component.
|
||||||
|
foreach (var cloth in clothList)
|
||||||
|
{
|
||||||
|
// I disabled the automatic build, so I build it manually.
|
||||||
|
cloth.BuildAndRun();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Record information for release.
|
||||||
|
einfo.equipObject = gobj;
|
||||||
|
einfo.colliderList = colliderList;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Removes equipped clothing.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="einfo"></param>
|
||||||
|
void Remove(EquipInfo einfo)
|
||||||
|
{
|
||||||
|
Destroy(einfo.equipObject);
|
||||||
|
foreach (var c in einfo.colliderList)
|
||||||
|
{
|
||||||
|
Destroy(c.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
einfo.equipObject = null;
|
||||||
|
einfo.colliderList.Clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,18 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e72f8cfc2a22d184e86b4e1905cdf3ec
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
AssetOrigin:
|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/RuntimeDressUpDemo.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,196 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2025 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using UnityEngine;
|
||||||
|
#if MC2_INPUTSYSTEM
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
using UnityEngine.InputSystem.EnhancedTouch;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// InputManager/InputSystem入力切り替えラッパー
|
||||||
|
/// </summary>
|
||||||
|
public class SimpleInput
|
||||||
|
{
|
||||||
|
#if MC2_INPUTSYSTEM
|
||||||
|
// (New) Imput System
|
||||||
|
public static void Init()
|
||||||
|
{
|
||||||
|
EnhancedTouchSupport.Enable();
|
||||||
|
}
|
||||||
|
|
||||||
|
public static int touchCount
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches.Count;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static UnityEngine.Touch GetTouch(int index)
|
||||||
|
{
|
||||||
|
var touchData = new UnityEngine.Touch();
|
||||||
|
|
||||||
|
int count = UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches.Count;
|
||||||
|
if (index < count)
|
||||||
|
{
|
||||||
|
var touch = UnityEngine.InputSystem.EnhancedTouch.Touch.activeTouches[index];
|
||||||
|
|
||||||
|
// convert
|
||||||
|
touchData.fingerId = touch.finger.index;
|
||||||
|
touchData.position = touch.screenPosition;
|
||||||
|
touchData.deltaPosition = touch.delta;
|
||||||
|
switch (touch.phase)
|
||||||
|
{
|
||||||
|
case UnityEngine.InputSystem.TouchPhase.Canceled:
|
||||||
|
touchData.phase = UnityEngine.TouchPhase.Canceled;
|
||||||
|
break;
|
||||||
|
case UnityEngine.InputSystem.TouchPhase.Ended:
|
||||||
|
touchData.phase = UnityEngine.TouchPhase.Ended;
|
||||||
|
break;
|
||||||
|
case UnityEngine.InputSystem.TouchPhase.Moved:
|
||||||
|
touchData.phase = UnityEngine.TouchPhase.Moved;
|
||||||
|
break;
|
||||||
|
case UnityEngine.InputSystem.TouchPhase.Began:
|
||||||
|
touchData.phase = UnityEngine.TouchPhase.Began;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return touchData;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetKey(KeyCode key)
|
||||||
|
{
|
||||||
|
switch (key)
|
||||||
|
{
|
||||||
|
case KeyCode.Escape:
|
||||||
|
return Keyboard.current.escapeKey.isPressed;
|
||||||
|
default:
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetKeyDown(KeyCode key)
|
||||||
|
{
|
||||||
|
switch (key)
|
||||||
|
{
|
||||||
|
case KeyCode.Backspace:
|
||||||
|
return Keyboard.current.backspaceKey.wasPressedThisFrame;
|
||||||
|
default:
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetMouseButtonDown(int button)
|
||||||
|
{
|
||||||
|
switch (button)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
return Mouse.current.leftButton.wasPressedThisFrame;
|
||||||
|
case 1:
|
||||||
|
return Mouse.current.rightButton.wasPressedThisFrame;
|
||||||
|
case 2:
|
||||||
|
return Mouse.current.middleButton.wasPressedThisFrame;
|
||||||
|
default:
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetMouseButtonUp(int button)
|
||||||
|
{
|
||||||
|
switch (button)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
return Mouse.current.leftButton.wasReleasedThisFrame;
|
||||||
|
case 1:
|
||||||
|
return Mouse.current.rightButton.wasReleasedThisFrame;
|
||||||
|
case 2:
|
||||||
|
return Mouse.current.middleButton.wasReleasedThisFrame;
|
||||||
|
default:
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3 mousePosition
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return Mouse.current.position.ReadValue();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float GetMouseScrollWheel()
|
||||||
|
{
|
||||||
|
// 古いInputSystemに不具合あり
|
||||||
|
// ホイールデルタがデフォルトでx120されて返ってくる
|
||||||
|
// これはWindowsのみの挙動でMac/Linuxでは発生しない
|
||||||
|
// そしてUnity 2023.2以降は修正された
|
||||||
|
|
||||||
|
float value = Mouse.current.scroll.ReadValue().y * 0.12f; // base
|
||||||
|
#if UNITY_2023_2_OR_NEWER
|
||||||
|
return value;
|
||||||
|
#else
|
||||||
|
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
|
||||||
|
return value / 120.0f; // ホイールデルタの不具合を吸収
|
||||||
|
#else
|
||||||
|
return value;
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
// (Old) Imput Manager
|
||||||
|
public static void Init()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public static int touchCount
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return Input.touchCount;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Touch GetTouch(int index)
|
||||||
|
{
|
||||||
|
return Input.GetTouch(index);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetKey(KeyCode key)
|
||||||
|
{
|
||||||
|
return Input.GetKey(key);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetKeyDown(KeyCode key)
|
||||||
|
{
|
||||||
|
return Input.GetKeyDown(key);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetMouseButtonDown(int button)
|
||||||
|
{
|
||||||
|
return Input.GetMouseButtonDown(button);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool GetMouseButtonUp(int button)
|
||||||
|
{
|
||||||
|
return Input.GetMouseButtonUp(button);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3 mousePosition
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return Input.mousePosition;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static float GetMouseScrollWheel()
|
||||||
|
{
|
||||||
|
return Input.GetAxis("Mouse ScrollWheel");
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,18 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ab72fcfec8965ae4181307a06400b57b
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
AssetOrigin:
|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInput.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,614 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 入力マネージャ
|
||||||
|
/// ・簡単なタップやフリック判定
|
||||||
|
/// ・PCの場合はマウスによる自動エミュレーション
|
||||||
|
/// </summary>
|
||||||
|
public class SimpleInputManager : CreateSingleton<SimpleInputManager>
|
||||||
|
{
|
||||||
|
// 最大タッチ数
|
||||||
|
private const int MaxFinger = 3;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// タップ有効半径(cm)
|
||||||
|
/// </summary>
|
||||||
|
public float tapRadiusCm = 0.5f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// フリック判定距離(cm)
|
||||||
|
/// </summary>
|
||||||
|
public float flickRangeCm = 0.01f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// フリック判定速度(cm/s)
|
||||||
|
/// </summary>
|
||||||
|
public float flickCheckSpeed = 1.0f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// マウスホイールのピンチイン・ピンチアウト速度係数
|
||||||
|
/// </summary>
|
||||||
|
public float mouseWheelSpeed = 5.0f;
|
||||||
|
|
||||||
|
// 入力情報管理
|
||||||
|
private int mainFingerId = -1;
|
||||||
|
private int subFingerId = -1;
|
||||||
|
private Vector2[] downPos; // 入力開始座標(スクリーン)
|
||||||
|
private Vector2[] lastPos;
|
||||||
|
private Vector2[] flickDownPos; // 入力開始座標(スクリーン)
|
||||||
|
private float[] flickDownTime;
|
||||||
|
private float lastTime = 0; // バックボタンの連続入力防止用
|
||||||
|
|
||||||
|
// モバイル情報管理
|
||||||
|
private bool mobilePlatform = false;
|
||||||
|
|
||||||
|
// マウスエミュレーション情報管理
|
||||||
|
private bool[] mouseDown;
|
||||||
|
private Vector2[] mouseOldMovePos;
|
||||||
|
|
||||||
|
// モニタ情報
|
||||||
|
private float screenDpi; // スクリーンDPI値
|
||||||
|
private float screenDpc; // スクリーンDots per cm値(1cm当たりのピクセル数)
|
||||||
|
|
||||||
|
//------------------------------ モバイルタッチパネル/マウスエミュレーション ------------------
|
||||||
|
// タッチ開始通知
|
||||||
|
// タッチされた時に、フィンガーID、その位置(スクリーン)を通知します。
|
||||||
|
public static UnityAction<int, Vector2> OnTouchDown;
|
||||||
|
|
||||||
|
// 移動通知
|
||||||
|
// タッチされたまま移動された場合に、フィンガーID、その位置(スクリーン)、速度(スクリーン比率/s)、速度(cm/s)を通知します。
|
||||||
|
public static UnityAction<int, Vector2, Vector2, Vector2> OnTouchMove;
|
||||||
|
|
||||||
|
// ダブルタッチされたまま移動された場合に、フィンガーID、その位置(スクリーン)、速度(スクリーン比率/s)、速度(cm/s)を通知します。
|
||||||
|
public static UnityAction<int, Vector2, Vector2, Vector2> OnDoubleTouchMove;
|
||||||
|
|
||||||
|
// タッチ終了通知
|
||||||
|
// タッチが離されたフィンガーID、位置(スクリーン)を通知します。
|
||||||
|
public static UnityAction<int, Vector2> OnTouchUp;
|
||||||
|
|
||||||
|
// タッチキャンセル通知
|
||||||
|
// タッチ移動がキャンセル(主に画面外に移動)された場合に、フィンガーID、その最終位置(スクリーン)を通知します。
|
||||||
|
public static UnityAction<int, Vector2> OnTouchMoveCancel;
|
||||||
|
|
||||||
|
// タップ通知
|
||||||
|
// タップされた時に、フィンガーID、その位置(スクリーン)を通知します。
|
||||||
|
public static UnityAction<int, Vector2> OnTouchTap;
|
||||||
|
|
||||||
|
// フリック通知
|
||||||
|
// フリック判定された場合に、フィンガーID、その位置(スクリーン)、フリック速度(スクリーン比率/s)、速度(cm/s)を通知します。
|
||||||
|
public static UnityAction<int, Vector2, Vector2, Vector2> OnTouchFlick;
|
||||||
|
|
||||||
|
// ピンチイン/アウト通知
|
||||||
|
// ピンチイン/アウトの速度(スクリーン比率/s)、速度(cm/s)を通知します。
|
||||||
|
public static UnityAction<float, float> OnTouchPinch;
|
||||||
|
|
||||||
|
// バックボタン通知(Androiddeでは戻るボタン、PCでは BackSpace ボタン)
|
||||||
|
public static UnityAction OnBackButton;
|
||||||
|
|
||||||
|
//=========================================================================================
|
||||||
|
/// <summary>
|
||||||
|
/// Reload Domain 対策
|
||||||
|
/// </summary>
|
||||||
|
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||||
|
private static void Init()
|
||||||
|
{
|
||||||
|
InitMember();
|
||||||
|
|
||||||
|
// Fast Enter Play ModeではDomain Reloadが行われないため、
|
||||||
|
// 前回のPlay Modeで登録されたコールバックを明示的に破棄する。
|
||||||
|
OnTouchDown = null;
|
||||||
|
OnTouchMove = null;
|
||||||
|
OnDoubleTouchMove = null;
|
||||||
|
OnTouchUp = null;
|
||||||
|
OnTouchMoveCancel = null;
|
||||||
|
OnTouchTap = null;
|
||||||
|
OnTouchFlick = null;
|
||||||
|
OnTouchPinch = null;
|
||||||
|
OnBackButton = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
//=========================================================================================
|
||||||
|
protected override void InitSingleton()
|
||||||
|
{
|
||||||
|
SimpleInput.Init();
|
||||||
|
|
||||||
|
// スクリーン情報
|
||||||
|
CalcScreenDpi();
|
||||||
|
|
||||||
|
// 情報初期化
|
||||||
|
downPos = new Vector2[MaxFinger];
|
||||||
|
lastPos = new Vector2[MaxFinger];
|
||||||
|
flickDownPos = new Vector2[MaxFinger];
|
||||||
|
flickDownTime = new float[MaxFinger];
|
||||||
|
|
||||||
|
// マウス用
|
||||||
|
mouseDown = new bool[3];
|
||||||
|
mouseOldMovePos = new Vector2[3];
|
||||||
|
|
||||||
|
AllResetTouchInfo();
|
||||||
|
|
||||||
|
// モバイルプラットフォーム判定
|
||||||
|
mobilePlatform = Application.isMobilePlatform;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void Update()
|
||||||
|
{
|
||||||
|
// 入力タイプ別更新処理
|
||||||
|
if (mobilePlatform)
|
||||||
|
{
|
||||||
|
// モバイル用タッチ入力
|
||||||
|
UpdateMobile();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// マウスエミュレーション
|
||||||
|
UpdateMouse();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//=========================================================================================
|
||||||
|
/// <summary>
|
||||||
|
/// スクリーンのDPI値(Dots per inchi)1インチ当たりのピクセル数を取得する
|
||||||
|
/// </summary>
|
||||||
|
public static float ScreenDpi
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return Instance.screenDpi;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// スクリーンのDPC値(Dots per cm)1cm当たりのピクセル数を取得する
|
||||||
|
/// </summary>
|
||||||
|
public static float ScreenDpc
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
return Instance.screenDpc;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// スクリーンDpi/Dpcの再計算
|
||||||
|
/// </summary>
|
||||||
|
private void CalcScreenDpi()
|
||||||
|
{
|
||||||
|
screenDpi = Screen.dpi;
|
||||||
|
if (screenDpi == 0.0f)
|
||||||
|
{
|
||||||
|
screenDpi = 96; // ダミー
|
||||||
|
}
|
||||||
|
screenDpc = screenDpi / 2.54f; // インチをcmに変換
|
||||||
|
}
|
||||||
|
|
||||||
|
// タッチ入力情報リセット
|
||||||
|
private void AllResetTouchInfo()
|
||||||
|
{
|
||||||
|
mainFingerId = -1;
|
||||||
|
subFingerId = -1;
|
||||||
|
for (int i = 0; i < 3; i++)
|
||||||
|
{
|
||||||
|
mouseDown[i] = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetTouchCount()
|
||||||
|
{
|
||||||
|
return SimpleInput.touchCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsUI()
|
||||||
|
{
|
||||||
|
if (EventSystem.current == null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (mobilePlatform)
|
||||||
|
{
|
||||||
|
// モバイル用タッチ入力
|
||||||
|
return EventSystem.current.IsPointerOverGameObject(SimpleInput.GetTouch(0).fingerId);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// マウスエミュレーション
|
||||||
|
return EventSystem.current.IsPointerOverGameObject();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//=========================================================================================
|
||||||
|
/// <summary>
|
||||||
|
/// モバイル用入力更新
|
||||||
|
/// </summary>
|
||||||
|
private void UpdateMobile()
|
||||||
|
{
|
||||||
|
int count = SimpleInput.touchCount;
|
||||||
|
|
||||||
|
if (count == 0)
|
||||||
|
{
|
||||||
|
AllResetTouchInfo();
|
||||||
|
|
||||||
|
// バックボタン
|
||||||
|
if (Application.platform == RuntimePlatform.Android)
|
||||||
|
{
|
||||||
|
if (SimpleInput.GetKey(KeyCode.Escape) && lastTime + 0.2f < Time.time)
|
||||||
|
{
|
||||||
|
lastTime = Time.time;
|
||||||
|
if (OnBackButton != null)
|
||||||
|
{
|
||||||
|
OnBackButton();
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// メイン
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
Touch touch = SimpleInput.GetTouch(i);
|
||||||
|
int fid = touch.fingerId;
|
||||||
|
|
||||||
|
// フィンガーIDが0と1以外は無視する
|
||||||
|
if (fid >= 2)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (touch.phase == TouchPhase.Began)
|
||||||
|
{
|
||||||
|
if (IsUI())
|
||||||
|
continue;
|
||||||
|
// down pos
|
||||||
|
downPos[fid] = touch.position;
|
||||||
|
lastPos[fid] = touch.position;
|
||||||
|
flickDownPos[fid] = touch.position;
|
||||||
|
|
||||||
|
if (fid == 0)
|
||||||
|
{
|
||||||
|
mainFingerId = fid;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
subFingerId = fid;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Downはメインフィンガーのみ
|
||||||
|
if (fid == 0)
|
||||||
|
{
|
||||||
|
flickDownTime[fid] = Time.time;
|
||||||
|
if (OnTouchDown != null)
|
||||||
|
{
|
||||||
|
OnTouchDown(fid, touch.position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (touch.phase == TouchPhase.Moved)
|
||||||
|
{
|
||||||
|
// ピンチイン/アウト判定
|
||||||
|
if (mainFingerId >= 0 && subFingerId >= 0)
|
||||||
|
{
|
||||||
|
Vector2 t1pos = Vector2.zero;
|
||||||
|
Vector2 t2pos = Vector2.zero;
|
||||||
|
Vector2 t1delta = Vector2.zero;
|
||||||
|
Vector2 t2delta = Vector2.zero;
|
||||||
|
|
||||||
|
int setcnt = 0;
|
||||||
|
for (int j = 0; j < count; j++)
|
||||||
|
{
|
||||||
|
Touch t = SimpleInput.GetTouch(j);
|
||||||
|
if (mainFingerId == t.fingerId)
|
||||||
|
{
|
||||||
|
t1pos = t.position;
|
||||||
|
t1delta = t.deltaPosition;
|
||||||
|
setcnt++;
|
||||||
|
}
|
||||||
|
else if (subFingerId == t.fingerId)
|
||||||
|
{
|
||||||
|
t2pos = t.position;
|
||||||
|
t2delta = t.deltaPosition;
|
||||||
|
setcnt++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (setcnt == 2)
|
||||||
|
{
|
||||||
|
float nowdist = Vector2.Distance(t1pos, t2pos);
|
||||||
|
float olddist = Vector2.Distance(t1pos - t1delta, t2pos - t2delta);
|
||||||
|
float dist = nowdist - olddist;
|
||||||
|
|
||||||
|
// cm/sに変換
|
||||||
|
float distcm = dist / screenDpc; // 移動量(cm)
|
||||||
|
float speedcm = distcm / Time.deltaTime; // 速度(cm/s)
|
||||||
|
|
||||||
|
// スクリーン比率の速度
|
||||||
|
float speedscr = (dist / (Screen.width + Screen.height) * 0.5f) / Time.deltaTime;
|
||||||
|
|
||||||
|
// ピンチ通知(移動量(cm), 速度(cm/s))
|
||||||
|
if (OnTouchPinch != null)
|
||||||
|
{
|
||||||
|
OnTouchPinch(speedscr, speedcm);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (fid == 0)
|
||||||
|
{
|
||||||
|
Vector2 distVec2 = touch.position - lastPos[fid];
|
||||||
|
Vector2 distcm = distVec2 / screenDpc; // 移動量(cm)
|
||||||
|
Vector2 speedcm = distcm / Time.deltaTime; // 速度(cm/s)
|
||||||
|
|
||||||
|
// 速度(スクリーン比率)
|
||||||
|
Vector2 speedscr = CalcScreenRatioVector(distVec2) / Time.deltaTime;
|
||||||
|
|
||||||
|
// 移動通知(現在スクリーン座標、速度(スクリーン比率), 速度(cm/s))
|
||||||
|
if (OnDoubleTouchMove != null)
|
||||||
|
{
|
||||||
|
OnDoubleTouchMove(fid, touch.position, speedscr, speedcm);
|
||||||
|
}
|
||||||
|
|
||||||
|
lastPos[fid] = touch.position;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Moveはメインフィンガーのみ
|
||||||
|
if (fid == 0 && mainFingerId >= 0)
|
||||||
|
{
|
||||||
|
Vector2 distVec2 = touch.position - lastPos[fid];
|
||||||
|
Vector2 distcm = distVec2 / screenDpc; // 移動量(cm)
|
||||||
|
Vector2 speedcm = distcm / Time.deltaTime; // 速度(cm/s)
|
||||||
|
|
||||||
|
// 速度(スクリーン比率)
|
||||||
|
Vector2 speedscr = CalcScreenRatioVector(distVec2) / Time.deltaTime;
|
||||||
|
|
||||||
|
// 移動通知(現在スクリーン座標、速度(スクリーン比率), 速度(cm/s))
|
||||||
|
if (OnTouchMove != null)
|
||||||
|
{
|
||||||
|
OnTouchMove(fid, touch.position, speedscr, speedcm);
|
||||||
|
}
|
||||||
|
|
||||||
|
// フリックダウン位置更新
|
||||||
|
flickDownPos[fid] = (flickDownPos[fid] + touch.position) * 0.5f;
|
||||||
|
flickDownTime[fid] = Time.time;
|
||||||
|
}
|
||||||
|
|
||||||
|
lastPos[fid] = touch.position;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (touch.phase == TouchPhase.Ended)
|
||||||
|
{
|
||||||
|
// フィンガーIDのリリース
|
||||||
|
if (fid == 0)
|
||||||
|
{
|
||||||
|
mainFingerId = -1;
|
||||||
|
subFingerId = -1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
subFingerId = -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// End, Tap はメインフィンガーのみ
|
||||||
|
if (fid == 0)
|
||||||
|
{
|
||||||
|
// タップ判定
|
||||||
|
float dist = Vector2.Distance(downPos[fid], touch.position);
|
||||||
|
float distcm = dist / screenDpc;
|
||||||
|
|
||||||
|
if (distcm <= tapRadiusCm)
|
||||||
|
{
|
||||||
|
// タップ通知
|
||||||
|
if (OnTouchTap != null)
|
||||||
|
{
|
||||||
|
OnTouchTap(fid, touch.position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// フリック判定
|
||||||
|
else
|
||||||
|
{
|
||||||
|
CheckFlic(fid, downPos[fid], touch.position, flickDownPos[fid], flickDownTime[fid]);
|
||||||
|
}
|
||||||
|
|
||||||
|
// タップアップ通知
|
||||||
|
if (OnTouchUp != null)
|
||||||
|
{
|
||||||
|
OnTouchUp(fid, touch.position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (touch.phase == TouchPhase.Canceled)
|
||||||
|
{
|
||||||
|
// フィンガーIDのリリース
|
||||||
|
if (fid == 0)
|
||||||
|
{
|
||||||
|
mainFingerId = -1;
|
||||||
|
subFingerId = -1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
subFingerId = -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Cancelはメインフィンガーのみ
|
||||||
|
if (fid == 0)
|
||||||
|
{
|
||||||
|
if (OnTouchMoveCancel != null)
|
||||||
|
{
|
||||||
|
OnTouchMoveCancel(fid, touch.position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// スクリーン比率に変換したベクトルを求める
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="vec"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
private Vector2 CalcScreenRatioVector(Vector2 vec)
|
||||||
|
{
|
||||||
|
return new Vector2(vec.x / Screen.width, vec.y / Screen.height);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// フリック判定
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="oldpos"></param>
|
||||||
|
/// <param name="nowpos"></param>
|
||||||
|
/// <param name="downpos"></param>
|
||||||
|
/// <param name="flicktime"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
private bool CheckFlic(int fid, Vector2 oldpos, Vector2 nowpos, Vector2 downpos, float flicktime)
|
||||||
|
{
|
||||||
|
// フリック判定
|
||||||
|
float dist = Vector2.Distance(nowpos, downpos);
|
||||||
|
float distcm = dist / screenDpc;
|
||||||
|
if (distcm > flickRangeCm)
|
||||||
|
{
|
||||||
|
{
|
||||||
|
// 移動ピクセルをcm変換し、速度cm/sを割り出す
|
||||||
|
Vector2 distVec = (nowpos - downpos);
|
||||||
|
Vector2 distVec2 = distVec / screenDpc; // cmへ変換(移動量(cm))
|
||||||
|
float timeInterval = Time.time - flicktime;
|
||||||
|
float speedX = distVec2.x / timeInterval; // 速度(cm/s)
|
||||||
|
float speedY = distVec2.y / timeInterval; // 速度(cm/s)
|
||||||
|
|
||||||
|
//Develop.Log("distVec", distVec * 100);
|
||||||
|
//Develop.Log("sppedX:", speedX, " speedY:", speedY);
|
||||||
|
|
||||||
|
if (Mathf.Abs(speedX) >= flickCheckSpeed || Mathf.Abs(speedY) >= flickCheckSpeed)
|
||||||
|
{
|
||||||
|
// フリック通知(スクリーン位置,速度(スクリーン比率/s),速度(cm/s))
|
||||||
|
if (OnTouchFlick != null)
|
||||||
|
{
|
||||||
|
OnTouchFlick(fid, nowpos, CalcScreenRatioVector(distVec) / timeInterval, new Vector2(speedX, speedY));
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
//=========================================================================================
|
||||||
|
/// <summary>
|
||||||
|
/// 入力情報更新(PC用)
|
||||||
|
/// マウスエミュレーション
|
||||||
|
/// ・右クリックは使わない。
|
||||||
|
/// ・ピンチイン/アウトはマウスホイール。
|
||||||
|
/// </summary>
|
||||||
|
private void UpdateMouse()
|
||||||
|
{
|
||||||
|
// BackSpace を Android 端末のバックボタンに割り当てる
|
||||||
|
if (SimpleInput.GetKeyDown(KeyCode.Backspace))
|
||||||
|
{
|
||||||
|
if (OnBackButton != null)
|
||||||
|
OnBackButton();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < 3; i++)
|
||||||
|
{
|
||||||
|
// マウスボタンダウン
|
||||||
|
if (SimpleInput.GetMouseButtonDown(i))
|
||||||
|
{
|
||||||
|
if (IsUI())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (mouseDown[i] == false && i == 0)
|
||||||
|
{
|
||||||
|
flickDownTime[i] = Time.time;
|
||||||
|
}
|
||||||
|
mouseDown[i] = true;
|
||||||
|
|
||||||
|
// 入力位置を記録
|
||||||
|
downPos[i] = SimpleInput.mousePosition;
|
||||||
|
mouseOldMovePos[i] = SimpleInput.mousePosition;
|
||||||
|
if (i == 0)
|
||||||
|
flickDownPos[i] = SimpleInput.mousePosition;
|
||||||
|
|
||||||
|
// タッチダウンイベント発行
|
||||||
|
if (OnTouchDown != null)
|
||||||
|
OnTouchDown(i, SimpleInput.mousePosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
// マウスボタンアップ
|
||||||
|
if (SimpleInput.GetMouseButtonUp(i) && mouseDown[i])
|
||||||
|
{
|
||||||
|
mouseDown[i] = false;
|
||||||
|
|
||||||
|
// フリック判定
|
||||||
|
if (i == 0)
|
||||||
|
{
|
||||||
|
CheckFlic(i, mouseOldMovePos[i], SimpleInput.mousePosition, flickDownPos[i], flickDownTime[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
mouseOldMovePos[i] = Vector2.zero;
|
||||||
|
|
||||||
|
// タッチアップイベント
|
||||||
|
if (OnTouchUp != null)
|
||||||
|
OnTouchUp(i, SimpleInput.mousePosition);
|
||||||
|
|
||||||
|
// タップ判定
|
||||||
|
float distcm = Vector2.Distance(downPos[0], SimpleInput.mousePosition) / screenDpc;
|
||||||
|
if (distcm <= tapRadiusCm)
|
||||||
|
{
|
||||||
|
if (OnTouchTap != null)
|
||||||
|
OnTouchTap(i, SimpleInput.mousePosition);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 移動
|
||||||
|
if (mouseDown[i])
|
||||||
|
{
|
||||||
|
Vector2 spos = new Vector2(SimpleInput.mousePosition.x, SimpleInput.mousePosition.y);
|
||||||
|
Vector2 delta = spos - mouseOldMovePos[i];
|
||||||
|
|
||||||
|
if (spos != mouseOldMovePos[i])
|
||||||
|
{
|
||||||
|
// 速度
|
||||||
|
Vector3 deltacm = delta / screenDpc; // 移動量(cm)
|
||||||
|
Vector2 speedcm = deltacm / Time.deltaTime; // 速度(cm/s)
|
||||||
|
|
||||||
|
// 移動通知(現在スクリーン座標、速度(スクリーン比率/s)、速度(cm/s))
|
||||||
|
if (OnTouchMove != null)
|
||||||
|
OnTouchMove(i, SimpleInput.mousePosition, CalcScreenRatioVector(delta) / Time.deltaTime, speedcm);
|
||||||
|
}
|
||||||
|
|
||||||
|
mouseOldMovePos[i] = SimpleInput.mousePosition;
|
||||||
|
|
||||||
|
// フリックダウン位置更新
|
||||||
|
flickDownPos[i] = (flickDownPos[i] + spos) * 0.5f;
|
||||||
|
flickDownTime[i] = Time.time;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// ピンチイン/アウト
|
||||||
|
float w = SimpleInput.GetMouseScrollWheel();
|
||||||
|
if (Mathf.Abs(w) > 0.01f)
|
||||||
|
{
|
||||||
|
// モバイル入力とスケール感を合わせるために係数を掛ける
|
||||||
|
w *= mouseWheelSpeed;
|
||||||
|
|
||||||
|
float speedcm = w / Time.deltaTime;
|
||||||
|
float speedscr = (w / (Screen.width + Screen.height) * 0.5f) / Time.deltaTime;
|
||||||
|
|
||||||
|
// 通知(速度(スクリーン比率/s)、速度(cm/s)
|
||||||
|
if (OnTouchPinch != null)
|
||||||
|
OnTouchPinch(speedscr, speedcm);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,18 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 08208c43232950a4f8b6eae1f7919c13
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
AssetOrigin:
|
||||||
|
serializedVersion: 1
|
||||||
|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SimpleInputManager.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,46 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
public class SliderText : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private Text text = null;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private string lable = "";
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private string format = "0.00";
|
||||||
|
|
||||||
|
private string formatString;
|
||||||
|
|
||||||
|
protected void Start()
|
||||||
|
{
|
||||||
|
formatString = "{0} ({1:" + format + "})";
|
||||||
|
|
||||||
|
var slider = GetComponent<Slider>();
|
||||||
|
if (slider)
|
||||||
|
{
|
||||||
|
slider.onValueChanged.AddListener(OnChangeValue);
|
||||||
|
|
||||||
|
var val = slider.value;
|
||||||
|
slider.value = 0.001f;
|
||||||
|
slider.value = val;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnChangeValue(float value)
|
||||||
|
{
|
||||||
|
if (text)
|
||||||
|
{
|
||||||
|
text.text = string.Format(formatString, lable, value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
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||||||
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serializedVersion: 1
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|
productId: 242307
|
||||||
|
packageName: Magica Cloth 2
|
||||||
|
packageVersion: 2.18.3
|
||||||
|
assetPath: Assets/MagicaCloth2/Example (Can be deleted)/Common/Scripts/SliderText.cs
|
||||||
|
uploadId: 986222
|
||||||
@ -0,0 +1,19 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
public class TargetFPS : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int frameRate = 60;
|
||||||
|
|
||||||
|
#if !UNITY_EDITOR
|
||||||
|
protected void Start()
|
||||||
|
{
|
||||||
|
Application.targetFrameRate = frameRate;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
}
|
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|
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uploadId: 986222
|
||||||
@ -0,0 +1,94 @@
|
|||||||
|
// Magica Cloth 2.
|
||||||
|
// Copyright (c) 2023 MagicaSoft.
|
||||||
|
// https://magicasoft.jp
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace MagicaCloth2
|
||||||
|
{
|
||||||
|
public class WindDemo : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private MagicaWindZone magicaWindZone;
|
||||||
|
[SerializeField]
|
||||||
|
private WindZone unityWindZone;
|
||||||
|
[SerializeField]
|
||||||
|
private Renderer arrowRenderer = null;
|
||||||
|
[SerializeField]
|
||||||
|
private Gradient arrowGradient = new Gradient();
|
||||||
|
[SerializeField]
|
||||||
|
private List<Transform> rotationTransforms = new List<Transform>();
|
||||||
|
|
||||||
|
private float angleY = 0.0f;
|
||||||
|
private float angleX = 0.0f;
|
||||||
|
private float main = 0.0f;
|
||||||
|
private float turbulence = 0.0f;
|
||||||
|
|
||||||
|
public void OnDirectionY(float value)
|
||||||
|
{
|
||||||
|
angleY = value;
|
||||||
|
UpdateDirection();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnDirectionX(float value)
|
||||||
|
{
|
||||||
|
angleX = value;
|
||||||
|
UpdateDirection();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnMain(float value)
|
||||||
|
{
|
||||||
|
main = value;
|
||||||
|
UpdateMagicaWindZone();
|
||||||
|
UpdateUnityWindZone();
|
||||||
|
UpdateArrowColor();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnTurbulence(float value)
|
||||||
|
{
|
||||||
|
turbulence = value;
|
||||||
|
UpdateMagicaWindZone();
|
||||||
|
}
|
||||||
|
|
||||||
|
//=========================================================================================
|
||||||
|
void UpdateArrowColor()
|
||||||
|
{
|
||||||
|
if (arrowRenderer)
|
||||||
|
{
|
||||||
|
// color
|
||||||
|
var t = Mathf.Clamp01(Mathf.InverseLerp(0.0f, 20.0f, main));
|
||||||
|
var col = arrowGradient.Evaluate(t);
|
||||||
|
arrowRenderer.material.color = col * 0.7f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateDirection()
|
||||||
|
{
|
||||||
|
var lrot = Quaternion.Euler(angleX, angleY, 0.0f);
|
||||||
|
foreach (var t in rotationTransforms)
|
||||||
|
if (t)
|
||||||
|
t.localRotation = lrot;
|
||||||
|
|
||||||
|
UpdateMagicaWindZone();
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateMagicaWindZone()
|
||||||
|
{
|
||||||
|
if (magicaWindZone)
|
||||||
|
{
|
||||||
|
magicaWindZone.main = main;
|
||||||
|
magicaWindZone.turbulence = turbulence;
|
||||||
|
magicaWindZone.directionAngleX = angleX;
|
||||||
|
magicaWindZone.directionAngleY = angleY;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateUnityWindZone()
|
||||||
|
{
|
||||||
|
if (unityWindZone)
|
||||||
|
{
|
||||||
|
unityWindZone.windMain = main;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
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Block a user