特效新内容。修复gameplay致命bug和分数保存bug

This commit is contained in:
2026-02-16 01:55:18 +08:00
parent 3a7a0b4669
commit 9f7c1c57b7
206 changed files with 112684 additions and 857 deletions
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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Audio
{
public class G_AudioGraph : G_Graph
{
#region Variables -> Serialized Private
[SerializeField] private Image m_imageGraph = null;
[SerializeField] private Image m_imageGraphHighestValues = null;
[SerializeField] private Shader ShaderFull = null;
[SerializeField] private Shader ShaderLight = null;
[SerializeField] private bool m_isInitialized = false;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioMonitor m_audioMonitor = null;
private int m_resolution = 40;
private G_GraphShader m_shaderGraph = null;
private G_GraphShader m_shaderGraphHighestValues = null;
private float[] m_graphArray;
private float[] m_graphArrayHighestValue;
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
/* ----- NOTE: ----------------------------
* We used to Init() here regardless of
* whether this module was enabled.
* The reason we don't Init() here
* anymore is that some users are on
* platforms that do not support the arrays
* in the Shaders.
*
* See: https://github.com/Tayx94/graphy/issues/17
*
* Even though we don't Init() competely
* here anymore, we still need
* m_audioMonitor for in Update()
* --------------------------------------*/
m_audioMonitor = GetComponent<G_AudioMonitor>();
}
private void Update()
{
if( m_audioMonitor.SpectrumDataAvailable )
{
UpdateGraph();
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
if( m_shaderGraph == null )
{
// While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
return;
}
switch( m_graphyManager.GraphyMode )
{
case GraphyManager.Mode.FULL:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraph.Image.material = new Material( ShaderFull );
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphHighestValues.Image.material = new Material( ShaderFull );
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraph.Image.material = new Material( ShaderLight );
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphHighestValues.Image.material = new Material( ShaderLight );
break;
}
m_shaderGraph.InitializeShader();
m_shaderGraphHighestValues.InitializeShader();
m_resolution = m_graphyManager.AudioGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if( !m_isInitialized )
{
Init();
}
int incrementPerIteration = Mathf.FloorToInt( m_audioMonitor.Spectrum.Length / (float) m_resolution );
// Current values -------------------------
for( int i = 0; i <= m_resolution - 1; i++ )
{
float currentValue = 0;
for( int j = 0; j < incrementPerIteration; j++ )
{
currentValue += m_audioMonitor.Spectrum[ i * incrementPerIteration + j ];
}
// Uses 3 values for each bar to accomplish that look
if( (i + 1) % 3 == 0 && i > 1 )
{
float value =
(
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) )
+ m_graphArray[ i - 1 ]
+ m_graphArray[ i - 2 ]
) / 3;
m_graphArray[ i ] = value;
m_graphArray[ i - 1 ] = value;
m_graphArray[ i - 2 ] =
-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArray[ i ] =
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) );
}
}
for( int i = 0; i <= m_resolution - 1; i++ )
{
m_shaderGraph.ShaderArrayValues[ i ] = m_graphArray[ i ];
}
m_shaderGraph.UpdatePoints();
// Highest values -------------------------
for( int i = 0; i <= m_resolution - 1; i++ )
{
float currentValue = 0;
for( int j = 0; j < incrementPerIteration; j++ )
{
currentValue += m_audioMonitor.SpectrumHighestValues[ i * incrementPerIteration + j ];
}
// Uses 3 values for each bar to accomplish that look
if( (i + 1) % 3 == 0 && i > 1 )
{
float value =
(
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) )
+ m_graphArrayHighestValue[ i - 1 ]
+ m_graphArrayHighestValue[ i - 2 ]
) / 3;
m_graphArrayHighestValue[ i ] = value;
m_graphArrayHighestValue[ i - 1 ] = value;
m_graphArrayHighestValue[ i - 2 ] =
-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArrayHighestValue[ i ] =
m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) );
}
}
for( int i = 0; i <= m_resolution - 1; i++ )
{
m_shaderGraphHighestValues.ShaderArrayValues[ i ] = m_graphArrayHighestValue[ i ];
}
m_shaderGraphHighestValues.UpdatePoints();
}
protected override void CreatePoints()
{
// Init Arrays
if( m_shaderGraph.ShaderArrayValues == null || m_shaderGraph.ShaderArrayValues.Length != m_resolution )
{
m_graphArray = new float[m_resolution];
m_graphArrayHighestValue = new float[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
m_shaderGraphHighestValues.ShaderArrayValues = new float[m_resolution];
}
for( int i = 0; i < m_resolution; i++ )
{
m_shaderGraph.ShaderArrayValues[ i ] = 0;
m_shaderGraphHighestValues.ShaderArrayValues[ i ] = 0;
}
// Color
m_shaderGraph.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.UpdateColors();
m_shaderGraphHighestValues.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.UpdateColors();
// Threshold
m_shaderGraph.GoodThreshold = 0;
m_shaderGraph.CautionThreshold = 0;
m_shaderGraph.UpdateThresholds();
m_shaderGraphHighestValues.GoodThreshold = 0;
m_shaderGraphHighestValues.CautionThreshold = 0;
m_shaderGraphHighestValues.UpdateThresholds();
// Update Array
m_shaderGraph.UpdateArrayValuesLength();
m_shaderGraphHighestValues.UpdateArrayValuesLength();
// Average
m_shaderGraph.Average = 0;
m_shaderGraph.UpdateAverage();
m_shaderGraphHighestValues.Average = 0;
m_shaderGraphHighestValues.UpdateAverage();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_shaderGraph = new G_GraphShader
{
Image = m_imageGraph
};
m_shaderGraphHighestValues = new G_GraphShader
{
Image = m_imageGraphHighestValues
};
UpdateParameters();
m_isInitialized = true;
}
#endregion
}
}
@@ -0,0 +1,19 @@
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@@ -0,0 +1,239 @@
/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
namespace Tayx.Graphy.Audio
{
public class G_AudioManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_audioGraphGameObject = null;
[SerializeField] private Text m_audioDbText = null;
[SerializeField] private List<Image> m_backgroundImages = new List<Image>();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioGraph m_audioGraph = null;
private G_AudioMonitor m_audioMonitor = null;
private G_AudioText m_audioText = null;
private RectTransform m_rectTransform = null;
private Vector2 m_origPosition = Vector2.zero;
private List<GameObject> m_childrenGameObjects = new List<GameObject>();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition( GraphyManager.ModulePosition newModulePosition, Vector2 offset )
{
if ( newModulePosition == GraphyManager.ModulePosition.FREE )
return;
m_rectTransform.anchoredPosition = m_origPosition;
float xSideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.x ) + offset.x;
float ySideOffset = Mathf.Abs( m_rectTransform.anchoredPosition.y ) + offset.y;
m_audioDbText.alignment = TextAnchor.UpperRight;
switch( newModulePosition )
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, -ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2( xSideOffset, ySideOffset );
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2( -xSideOffset, ySideOffset );
break;
}
}
public void SetState( GraphyManager.ModuleState state, bool silentUpdate = false )
{
if( !silentUpdate )
{
m_previousModuleState = m_currentModuleState;
}
m_currentModuleState = state;
switch( state )
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( true );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 0 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.TEXT:
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive( true );
m_childrenGameObjects.SetAllActive( true );
SetGraphActive( false );
if( m_graphyManager.Background )
{
m_backgroundImages.SetOneActive( 1 );
}
else
{
m_backgroundImages.SetAllActive( false );
}
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive( true );
SetGraphActive( false );
m_childrenGameObjects.SetAllActive( false );
m_backgroundImages.SetAllActive( false );
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive( false );
break;
}
}
public void RestorePreviousState()
{
SetState( m_previousModuleState );
}
public void UpdateParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_audioGraph.UpdateParameters();
m_audioMonitor.UpdateParameters();
m_audioText.UpdateParameters();
SetState( m_graphyManager.AudioModuleState );
}
public void RefreshParameters()
{
foreach( var image in m_backgroundImages )
{
image.color = m_graphyManager.BackgroundColor;
}
m_audioGraph.UpdateParameters();
m_audioMonitor.UpdateParameters();
m_audioText.UpdateParameters();
SetState( m_currentModuleState, true );
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_rectTransform = GetComponent<RectTransform>();
m_origPosition = m_rectTransform.anchoredPosition;
m_audioGraph = GetComponent<G_AudioGraph>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_audioText = GetComponent<G_AudioText>();
foreach( Transform child in transform )
{
if( child.parent == transform )
{
m_childrenGameObjects.Add( child.gameObject );
}
}
}
private void SetGraphActive( bool active )
{
m_audioGraph.enabled = active;
m_audioGraphGameObject.SetActive( active );
}
#endregion
}
}
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@@ -0,0 +1,211 @@
/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Tayx.Graphy.Audio
{
/// <summary>
/// Note: this class only works with Unity's AudioListener.
/// If you're using a custom audio engine (like FMOD or WWise) it won't work,
/// although you can always adapt it.
/// </summary>
public class G_AudioMonitor : MonoBehaviour
{
#region Variables -> Private
private const float m_refValue = 1f;
private GraphyManager m_graphyManager = null;
private AudioListener m_audioListener = null;
private GraphyManager.LookForAudioListener m_findAudioListenerInCameraIfNull =
GraphyManager.LookForAudioListener.ON_SCENE_LOAD;
private FFTWindow m_FFTWindow = FFTWindow.Blackman;
private int m_spectrumSize = 512;
#endregion
#region Properties -> Public
/// <summary>
/// Current audio spectrum from the specified AudioListener.
/// </summary>
public float[] Spectrum { get; private set; }
/// <summary>
/// Highest audio spectrum from the specified AudioListener in the last few seconds.
/// </summary>
public float[] SpectrumHighestValues { get; private set; }
/// <summary>
/// Maximum DB registered in the current spectrum.
/// </summary>
public float MaxDB { get; private set; }
/// <summary>
/// Returns true if there is a reference to the audio listener.
/// </summary>
public bool SpectrumDataAvailable => m_audioListener != null;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if( m_audioListener != null )
{
// Use this data to calculate the dB value
AudioListener.GetOutputData( Spectrum, 0 );
float sum = 0;
for( int i = 0; i < Spectrum.Length; i++ )
{
sum += Spectrum[ i ] * Spectrum[ i ]; // sum squared samples
}
float rmsValue = Mathf.Sqrt( sum / Spectrum.Length ); // rms = square root of average
MaxDB = 20 * Mathf.Log10( rmsValue / m_refValue ); // calculate dB
if( MaxDB < -80 ) MaxDB = -80; // clamp it to -80dB min
// Use this data to draw the spectrum in the graphs
AudioListener.GetSpectrumData( Spectrum, 0, m_FFTWindow );
for( int i = 0; i < Spectrum.Length; i++ )
{
// Update the highest value if its lower than the current one
if( Spectrum[ i ] > SpectrumHighestValues[ i ] )
{
SpectrumHighestValues[ i ] = Spectrum[ i ];
}
// Slowly lower the value
else
{
SpectrumHighestValues[ i ] = Mathf.Clamp
(
value: SpectrumHighestValues[ i ] - SpectrumHighestValues[ i ] * Time.deltaTime * 2,
min: 0,
max: 1
);
}
}
}
else if( m_audioListener == null
&& m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ALWAYS )
{
m_audioListener = FindAudioListener();
}
}
private void OnDestroy()
{
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_findAudioListenerInCameraIfNull = m_graphyManager.FindAudioListenerInCameraIfNull;
m_audioListener = m_graphyManager.AudioListener;
m_FFTWindow = m_graphyManager.FftWindow;
m_spectrumSize = m_graphyManager.SpectrumSize;
if( m_audioListener == null
&& m_findAudioListenerInCameraIfNull != GraphyManager.LookForAudioListener.NEVER )
{
m_audioListener = FindAudioListener();
}
Spectrum = new float[m_spectrumSize];
SpectrumHighestValues = new float[m_spectrumSize];
}
/// <summary>
/// Converts spectrum values to decibels using logarithms.
/// </summary>
/// <param name="linear"></param>
/// <returns></returns>
public float lin2dB( float linear )
{
return Mathf.Clamp( Mathf.Log10( linear ) * 20.0f, -160.0f, 0.0f );
}
/// <summary>
/// Normalizes a value in decibels between 0-1.
/// </summary>
/// <param name="db"></param>
/// <returns></returns>
public float dBNormalized( float db )
{
return (db + 160f) / 160f;
}
#endregion
#region Methods -> Private
/// <summary>
/// Tries to find an audio listener in the main camera.
/// </summary>
private AudioListener FindAudioListener()
{
Camera mainCamera = Camera.main;
if( mainCamera != null && mainCamera.TryGetComponent( out AudioListener audioListener ) )
{
return audioListener;
}
return null;
}
private void OnSceneLoaded( Scene scene, LoadSceneMode loadSceneMode )
{
if( m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ON_SCENE_LOAD )
{
m_audioListener = FindAudioListener();
}
}
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
UpdateParameters();
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
}
#endregion
}
}
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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.UI;
using Tayx.Graphy.Utils.NumString;
namespace Tayx.Graphy.Audio
{
public class G_AudioText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_DBText = null;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager = null;
private G_AudioMonitor m_audioMonitor = null;
private int m_updateRate = 4;
private float m_deltaTimeOffset = 0;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if( m_audioMonitor.SpectrumDataAvailable )
{
if( m_deltaTimeOffset > 1f / m_updateRate )
{
m_deltaTimeOffset = 0f;
m_DBText.text = Mathf.Clamp( (int) m_audioMonitor.MaxDB, -80, 0 ).ToStringNonAlloc();
}
else
{
m_deltaTimeOffset += Time.deltaTime;
}
}
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_updateRate = m_graphyManager.AudioTextUpdateRate;
}
#endregion
#region Methods -> Private
private void Init()
{
G_IntString.Init( -80, 0 ); // dB range
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
UpdateParameters();
}
#endregion
}
}
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