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PUGameObject.cs
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PUGameObject.cs
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/* Copyright (c) 2012 Small Planet Digital, LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
* (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge,
* publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
* FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using UnityEngine;
using System.Xml;
using System.Reflection;
using System;
using System.Collections;
using System.Text;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
public partial class PUGameObject : PUGameObjectBase {
static public int depthMaskCounter = 0;
static public int stencilMaskCounter = 0;
public Collider gameCollider;
public Collider2D gameCollider2D;
public Rigidbody rigidBody;
public Rigidbody2D rigidBody2D;
public GameObject gameObject;
private PUColor depthMask1;
private PUColor depthMask2;
public string XmlBounds()
{
if (bounds == null) {
return "0,0,0,0";
}
// This method attempts to convert the current transform into a bounds string
// suitable for using in the XML
PUGameObject parentObj = parent as PUGameObject;
if (parentObj != null && gameObject != null && gameObject.transform != null) {
return string.Format ("{0},{1},{2},{3}",
gameObject.transform.localPosition.x,
(parentObj.bounds.h-gameObject.transform.localPosition.y)-bounds.h,
bounds.w,
bounds.h);
}
return string.Format ("{0},{1},{2},{3}",
gameObject.transform.localPosition.x,
(Screen.height-gameObject.transform.localPosition.y)-bounds.h,
bounds.w,
bounds.h);
}
public virtual bool captureMouse()
{
return true;
}
public virtual GameObject contentGameObject()
{
// overriden by subclasses if they want objects to go into a different gameobject
return gameObject;
}
public virtual Vector3 maskOffset()
{
// Overridden by subclasses to manually offset the mask rectangle
return Vector3.zero;
}
public virtual void UpdateGeometry()
{
// Overridden by subclasses to rejigger meshes / colliders after a bounds change
if (bounds != null) {
gameObject.transform.localPosition = new Vector3 (bounds.x, bounds.y, 0);
}
gaxb_loadComplete ();
}
public string fullShaderPath (string shaderPath)
{
if (shaderPath.StartsWith ("PlanetUnity/DepthMask")) {
return shaderPath;
}
if (shaderPath.StartsWith ("PlanetUnity/") == false) {
return shaderPath;
}
// Check to see if I am inside of something that is clipping...
if (depthMaskCounter > 0) {
return shaderPath + "/DepthMask";
}
if (stencilMaskCounter > 0) {
return shaderPath + "/StencilMask";
}
return shaderPath + "/Normal";
}
public override void gaxb_unload()
{
base.gaxb_unload ();
}
public void gaxb_loadComplete()
{
#if UNITY_EDITOR
PUGameObjectEditor editorScript = (PUGameObjectEditor)gameObject.AddComponent(typeof(PUGameObjectEditor));
editorScript.entity = this;
#endif
if (clipDepth) {
depthMaskCounter--;
}
if (clipDepth) {
// Remove any existing depth masks
GameObject dm1 = null;
GameObject dm2 = null;
foreach (Transform dm in contentGameObject().transform) {
if (dm.gameObject.name.Equals ("Depth Mask 1")) {
dm1 = dm.gameObject;
}
if (dm.name.Equals ("Depth Mask 2")) {
dm2 = dm.gameObject;
}
}
if (dm1 != null) {
GameObject.Destroy (dm1);
}
if (dm2 != null) {
GameObject.Destroy (dm2);
}
// We need to create a Color to render the DepthMask shader to do depth-based culling
depthMask1 = new PUColor("PlanetUnity/DepthMask/Set", new cColor(0,0,0,1), null, new cVector2 (0, 0), bounds);
depthMask1.SetTitle ("Depth Mask 1");
depthMask1.loadIntoGameObject (contentGameObject());
depthMask1.gameObject.transform.localPosition = maskOffset ();
if (gameObject.renderer) {
depthMask1.gameObject.renderer.material.renderQueue = gameObject.renderer.material.renderQueue - 1;
} else if(gameObject.transform.childCount > 0){
int minRenderQueue = 99999999;
foreach (Transform child in contentGameObject().GetComponentsInChildren<Transform>(true)) {
if (child.renderer != null &&
child.renderer.material.renderQueue < minRenderQueue &&
child.name.StartsWith("Depth Mask") == false) {
minRenderQueue = child.renderer.material.renderQueue;
}
}
depthMask1.gameObject.renderer.material.renderQueue = minRenderQueue - 1;
}
depthMask2 = new PUColor("PlanetUnity/DepthMask/Clear", new cColor(0,0,0,1), null, new cVector2 (0, 0), bounds);
depthMask2.SetTitle ("Depth Mask 2");
depthMask2.loadIntoGameObject (contentGameObject());
depthMask2.gameObject.transform.localPosition = maskOffset ();
// Get the renderQueue of the last child and make sure we render after that
if (gameObject.transform.childCount > 0) {
int maxRenderQueue = -1;
foreach (Transform child in contentGameObject().GetComponentsInChildren<Transform>(true)) {
if (child.renderer != null &&
child.renderer.material.renderQueue > maxRenderQueue &&
child.name.StartsWith("Depth Mask") == false) {
maxRenderQueue = child.renderer.material.renderQueue;
}
}
depthMask2.gameObject.renderer.material.renderQueue = maxRenderQueue + 1;
}
depthMask1.gameObject.layer = PlanetUnityOverride.puCameraLayer;
depthMask2.gameObject.layer = PlanetUnityOverride.puCameraLayer;
}
}
public void setParentGameObject(GameObject p)
{
gameObject.transform.parent = p.transform;
}
public void loadIntoGameObject(GameObject _parent)
{
depthMaskCounter = 0;
stencilMaskCounter = 0;
gaxb_load (null, null, null);
Vector3 savedPos = gameObject.transform.localPosition;
Vector3 savedScale = gameObject.transform.localScale;
Quaternion savedRot = gameObject.transform.localRotation;
gameObject.transform.parent = _parent.transform;
gameObject.transform.localPosition = savedPos;
gameObject.transform.localRotation = savedRot;
gameObject.transform.localScale = savedScale;
gameObject.layer = PlanetUnityOverride.puCameraLayer;
if (gameObject.renderer != null) {
gameObject.renderer.material.renderQueue = scope ().getRenderQueue () + renderQueueOffset;
}
}
public void loadIntoPUGameObject(PUGameObject _parent)
{
parent = _parent;
_parent.children.Add (this);
loadIntoGameObject (_parent.contentGameObject());
}
public override void gaxb_load(XmlReader reader, object _parent, Hashtable args)
{
base.gaxb_load(reader, _parent, args);
if (clipDepth) {
depthMaskCounter++;
}
if (gameObject == null) {
gameObject = new GameObject ("<GameObject />");
if (titleExists) {
gameObject.name = title;
}
}
if (_parent is GameObject) {
setParentGameObject (_parent as GameObject);
} else if (_parent is PUGameObject) {
PUGameObject parentEntity = (PUGameObject)_parent;
setParentGameObject (parentEntity.gameObject);
if (boundsExists) {
bounds.y = (parentEntity.bounds.h - bounds.y) - bounds.h;
gameObject.transform.localPosition = new Vector3 (bounds.x, bounds.y, 0.0f);
}
} else if (_parent == null) {
gameObject.transform.localPosition = new Vector3 (bounds.x, bounds.y, 0.0f);
}
if (rotationExists) {
gameObject.transform.localEulerAngles = new Vector3 (rotation.x, rotation.y, rotation.z);
}
if (reader != null) {
gameObject.layer = PlanetUnityOverride.puCameraLayer;
}
if (hidden) {
gameObject.SetActive (false);
}
}
public void unload(){
GameObject.Destroy (gameObject);
gameObject = null;
}
}
#if UNITY_EDITOR
public class PUGameObjectEditor : MonoBehaviour
{
public PUGameObject entity;
public void CopyBoundsToClipboard()
{
UnityEngine.Debug.Log ("Bounds copied to clipboard");
EditorGUIUtility.systemCopyBuffer = string.Format("@{0}_BOUNDS={1}\n", entity.title.ToUpper(), entity.XmlBounds());
}
}
[CustomEditor(typeof(PUGameObjectEditor))]
public class PUGameObjectEditor2 : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
PUGameObjectEditor myScript = (PUGameObjectEditor)target;
if(GUILayout.Button("Copy Bounds To Clipboard"))
{
myScript.CopyBoundsToClipboard();
}
}
}
#endif