Commit 3cb07a39 authored by Julius Rominger's avatar Julius Rominger

Upload Projects

parent 72c9c288

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[Rr]elease/
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bld/
[Bb]in/
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###############################################################################
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###############################################################################
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#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following
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## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
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## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
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[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
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.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
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AutoTest.Net/
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# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
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Generated_Code/
# Backup & report files from converting an old project file
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Backup*/
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UpgradeLog*.htm
ServiceFabricBackup/
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*.ldf
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# Business Intelligence projects
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// This class simulates and draws a grid of objects. Width and height determine the number of rows and rows of the grid.
/// Offset determines the position in space. The function required in the constructor creates the individual objects from which the grid is built.
/// </summary>
public class Grid<GridObject> //use a generic so A* is working with "GridCell" class
{
private int width;
private int height;
private float cellSize;
private Vector3 offset;
private GridObject[,] gridValues; //2-dimensional Array
private GridObject raySource;
public Grid(int width, int height, float cellSize, Vector3 offset, Func<Grid<GridObject>, int, int, GridObject> new_grid_object)
{
this.width = width;
this.height = height;
this.cellSize = cellSize;
this.offset = offset;
this.gridValues = new GridObject[width, height];
//Fill the grid with gridObjects
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
gridValues[x, y] = new_grid_object(this, x, y);
}
}
//Draw the Grid
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
Debug.DrawLine(getRealPosition(x, y), getRealPosition(x, y) + (new Vector3(1, 0) * cellSize), Color.white, 500f);
Debug.DrawLine(getRealPosition(x, y), getRealPosition(x, y) + (new Vector3(0, 1) * cellSize), Color.white, 500f);
}
}
Debug.DrawLine(getRealPosition(0, height), getRealPosition(width, height), Color.white, 500f);
Debug.DrawLine(getRealPosition(width, 0), getRealPosition(width, height), Color.white, 500f);
}
/// <summary>
/// Returns the relative position to the parent object of cell (x, y)
/// </summary>
private Vector3 getRealPosition(int x, int y)
{
return new Vector3(x, y) * cellSize + offset;
}
/// <summary>
/// Returns the row and column of the cell, in which a given point is located
/// </summary>
public void findCell(Vector3 worldPosition, out int x, out int y)
{
if(worldPosition.x - offset.x > 0 && worldPosition.y - offset.y > 0)
{
x = (int)((worldPosition.x - offset.x) / cellSize);
y = (int)((worldPosition.y - offset.y) / cellSize);
}
else {
x = 0;
y = 0;
}
}
public void setValue(int x, int y, GridObject value)
{
// test here if a value is valid, for example only non negative numbers in A*
if(x >= 0 && x <= width && y >= 0 && y <= height)
{
gridValues[x, y] = value;
}
}
public void setValue(Vector3 worldPosition, GridObject value)
{
int x, y;
findCell(worldPosition, out x, out y);
setValue(x, y, value);
}
public void setRaySource(GridObject rS)
{
this.raySource = rS;
}
public void setRaySource(int x, int y)
{
this.raySource = gridValues[x, y];
}
public GridObject getValue(int x, int y)
{
if (x >= 0 && x < width && y >= 0 && y < height)
{
return gridValues[x, y];
} else
{
return default;
}
}
public void getValue(Vector3 worldPosition)
{
int x, y;
findCell(worldPosition, out x, out y);
getValue(x, y);
}
public int getWidth()
{
return width;
}
public int getHeight()
{
return height;
}
public float getCellSize()
{
return cellSize;
}
public GridObject getRaySource()
{
return this.raySource;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// This class contains all information needed for an A* algorithm. An object of this class is used for every cell of the grid,
/// which is used for the algorithm.
/// </summary>
public class GridCell
{
private int hCost; //approximated costs to the end
private float gCost; //costs from start to current cell/node
private float fCost; //hCost + gCost
private float additionalCost;
private GridCell previousCell;
private Grid<GridCell> grid;
private int x;
private int y;
private bool is_blocked;
private bool available_for_furniture;
public GridCell(Grid<GridCell> grid, int x, int y)
{
this.grid = grid;
this.x = x;
this.y = y;
this.is_blocked = false;
this.available_for_furniture = true;
this.additionalCost = 0f;
}
/// <summary>
/// Determines the f-costs (total costs) for an object of the class. The costs are
/// f-costs = g-costs + h-costs + additionalCost
/// </summary>
public void determine_fCost()
{
fCost = gCost + hCost + additionalCost;
}
public void draw_blocked(float duration)
{
if (this.is_blocked)
{
float cellSize = this.grid.getCellSize();
Debug.DrawLine(new Vector3(this.x * cellSize, this.y * cellSize), new Vector3((this.x + 1) * cellSize, (this.y + 1) * cellSize), Color.blue, duration);
}
}
public void draw_furniture(float duration)
{
float cellSize = this.grid.getCellSize();
Debug.DrawLine(new Vector3(this.x, this.y) * cellSize,
new Vector3(this.x + 1, this.y + 1) * cellSize,
Color.green,
duration);
Debug.DrawLine(new Vector3(this.x, this.y + 1) * cellSize,
new Vector3(this.x + 1, this.y) * cellSize,
Color.green,
duration);
}
//setter
public void set_hCost(int hCost)
{
this.hCost = hCost;
}
public void set_gCost(float gCost)
{
this.gCost = gCost;
}
public void set_fCost(int fCost)
{
this.fCost = fCost;
}
public void set_previousCell(GridCell previousCell)
{
this.previousCell = previousCell;
}
/// <summary>
/// This function marks a cell as blocked or unblocked, depending on the current state. No path can pass over a blocked cell.
/// </summary>
public void set_blocked()
{
if(is_blocked)
{
is_blocked = false;
} else
{
is_blocked = true;
}
}
public void set_furniture_availability(bool state)
{
available_for_furniture = state;
}
public void set_additionalCost(float aC)
{
this.additionalCost = aC;
}
//getter
public int get_hCost()
{
return hCost;
}
public float get_gCost()
{
return gCost;
}
public float get_fCost()
{
return fCost;
}
public GridCell get_previousCell()
{
return previousCell;
}
public int get_x()
{
return this.x;
}
public int get_y()
{
return this.y;
}
public Grid<GridCell> get_grid()
{
return this.grid;
}
public bool get_blocked()
{
return is_blocked;
}
public bool get_furniture_availability()
{
return available_for_furniture;
}
public float get_additionalCost()
{
return this.additionalCost;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// In this class the Grid calss was tested
/// </summary>
public class GridTest : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
//Grid<int> grid = new Grid<int>(10, 5, 10f, new Vector3(0, 0));
}
// Update is called once per frame
void Update()
{
if(Input.GetMouseButtonDown(0))
{
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); //the current mouse position
Debug.Log("x:" + mousePosition.x + " y:" + mousePosition.y);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// This class allows the camera to follow the generated particle
/// </summary>
public class FollowParticle : MonoBehaviour
{
public ParticleSystem pSystem;
ParticleSystem.Particle[] particle;
public Vector3 offset;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
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void LateUpdate()
{
InitializeIfNeeded();
int particlesAlive = pSystem.GetParticles(particle);
Debug.Log(particle[0].position);
transform.position = particle[0].position + offset + pSystem.GetComponent<Transform>().position;
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/// If there is no particle or even particle system given, this function initialzes it if needed
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void InitializeIfNeeded()
{
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m_SnapMultiplier: {x: 2048, y: 2048, z: 2048}
m_Rotation: 15
m_Scale: 1
File added
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!162 &1
EditorUserSettings:
m_ObjectHideFlags: 0
serializedVersion: 4
m_ConfigSettings:
vcSharedLogLevel:
value: 0d5e400f0650
flags: 0
m_VCAutomaticAdd: 1
m_VCDebugCom: 0
m_VCDebugCmd: 0
m_VCDebugOut: 0
m_SemanticMergeMode: 2
m_VCShowFailedCheckout: 1
m_VCOverwriteFailedCheckoutAssets: 1
m_VCOverlayIcons: 1
m_VCAllowAsyncUpdate: 0
File added
sceneSetups:
- path: Assets/Scenes/SampleScene.unity
isLoaded: 1
isActive: 1
isSubScene: 0
unityRebuildLibraryVersion: 11
unityForwardCompatibleVersion: 40
File added
automation/**
utr_output/**
.Editor/**
.yamato/**
*.zip*
\ No newline at end of file
# Changelog
All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [1.2.16] - 2019-02-11
Update stylesheet to pass USS validation
## [1.2.15] - 2018-11-16
Added support for non-experimental UIElements.
## [1.2.11] - 2018-09-04
Made some performance improvements to reduce impact on ReloadAssemblies.
## [1.2.9] - 2018-08-13
Test issues for the Collab History Window are now fixed.
## [1.2.7] - 2018-08-07
Toolbar drop-down will no longer show up when package is uninstalled.
## [1.2.6] - 2018-06-15
Fixed an issue where Collab's History window wouldn't load properly.
## [1.2.5] - 2018-05-21
This is the first release of *Unity Package CollabProxy*.
### Added
- Collab history and toolbar windows
- Collab view and presenter classes
- Collab Editor tests for view and presenter
<?xml version="1.0"?>
<package xmlns="http://schemas.microsoft.com/packaging/2013/05/nuspec.xsd">
<metadata>
<id>Unity.CollabProxy.Dependencies</id>
<version>1.1.0-experimental</version>
<authors>Rohit Garg</authors>
<description>Dependencies for the CollabProxy package</description>
</metadata>
</package>
using System.Runtime.CompilerServices;
using UnityEngine;
[assembly: InternalsVisibleTo("Unity.CollabProxy.EditorTests")]
using UnityEditor;
using UnityEditor.Collaboration;
using UnityEngine;
namespace CollabProxy.UI
{
[InitializeOnLoad]
public class Bootstrap
{
private const float kCollabToolbarButtonWidth = 78.0f;
static Bootstrap()
{
Collab.ShowHistoryWindow = CollabHistoryWindow.ShowHistoryWindow;
Collab.ShowToolbarAtPosition = CollabToolbarWindow.ShowCenteredAtPosition;
Collab.IsToolbarVisible = CollabToolbarWindow.IsVisible;
Collab.CloseToolbar = CollabToolbarWindow.CloseToolbar;
Toolbar.AddSubToolbar(new CollabToolbarButton
{
Width = kCollabToolbarButtonWidth
});
}
}
}
\ No newline at end of file
using System;
namespace UnityEditor.Collaboration
{
internal static class CollabAnalytics
{
[Serializable]
private struct CollabUserActionAnalyticsEvent
{
public string category;
public string action;
}
public static void SendUserAction(string category, string action)
{
EditorAnalytics.SendCollabUserAction(new CollabUserActionAnalyticsEvent() { category = category, action = action });
}
public static readonly string historyCategoryString = "History";
};
}
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