diff --git a/Assets/BNG Framework/Prefabs/Player/XR Rig Barebones.prefab b/Assets/BNG Framework/Prefabs/Player/XR Rig Barebones.prefab index 2651cc71..3e5b7e82 100644 --- a/Assets/BNG Framework/Prefabs/Player/XR Rig Barebones.prefab +++ b/Assets/BNG Framework/Prefabs/Player/XR Rig Barebones.prefab @@ -28,6 +28,7 @@ Transform: m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0.01, y: 0.0179, z: -0.0071} m_LocalScale: {x: 0.1, y: 0.1, z: 0.1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 6808192234808069332} m_RootOrder: 0 @@ -51,10 +52,12 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -79,6 +82,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &966261301251419732 GameObject: m_ObjectHideFlags: 0 @@ -107,6 +111,7 @@ Transform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - 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{fileID: 8574887230032114978} - {fileID: 8574887230597185244} @@ -152,7 +157,7 @@ MonoBehaviour: m_GameObject: {fileID: 8574887230304856864} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 1980459831, guid: f70555f144d8491a825f0804e09c671c, type: 3} + m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3} m_Name: m_EditorClassIdentifier: m_UiScaleMode: 0 @@ -165,6 +170,7 @@ MonoBehaviour: m_FallbackScreenDPI: 96 m_DefaultSpriteDPI: 96 m_DynamicPixelsPerUnit: 10 + m_PresetInfoIsWorld: 0 --- !u!1 &8574887230593980963 GameObject: m_ObjectHideFlags: 0 @@ -192,6 +198,7 @@ Transform: m_LocalRotation: {x: 0, y: 1, z: 0, w: 0} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 10, y: 10, z: 10} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 8574887230304856879} m_Father: {fileID: 0} @@ -241,6 +248,7 @@ RectTransform: m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 8574887230304856879} m_RootOrder: 1 @@ -267,12 +275,14 @@ MonoBehaviour: m_GameObject: {fileID: 8574887230597185245} m_Enabled: 1 m_EditorHideFlags: 0 - 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If you are using this feature, you may need to re-assign your reference. +- Fixed an issue where CurvedUIPhysicsRaycaster would always raycast on all layers. +Changes +- CurvedUI now requires Unity 2018.4 or above. +- RaycastMyLayerOnly property has been deprecated to make room for new global Layer Mask. + +3.0 +New +- Added support for Unity XR Interaction Toolkit. +- Added support for interactions with 3D objects via EventTrigger components on all control methods. +Bugfixes +- Fixed an issue which could cause UI to be unresponsive to clicks in builds, even though it worked in Editor. +- Fixed an issue where cyrillic or chinese characters would be improperly displayed on dropdowns. Big thanks to Patrick M. for this one! + + +2.8p2 +New +- CurvedUI will now check for common scene setup issues and let you know what might be happening. +Bugfixes +- Fixed GoogleVR issues on Unity 2019.2 +- Updated demo scenes to include prefabs from new version of major SDKs. + +2.8p1 +Bugfixes +- Fixed an issue where dropdown would not work properly in Unity 2019+ +- Fixed an issue where UI elements would be unresponsive on ultra wide aspect ratios. +- Fixed an issue where Text Mesh Pro objects would cause uneccesary performance cost when placed on scroll rects. +- Fixed an issue where Input Fields would get deselected on some control methods when user moves the pointer outside. +- Fixed an issue where TMP Input Fields would be improperly masked. + +2.8 +New +- Added support for Player Prefab from SteamVR's Interaction system. +- Improved performance with Text Mesh Pro. +- Small improvements to make SteamVR Plugin setup easier. +- CurvedUI will now automatically detect if Text Mesh Pro is present - no setup needed. + +Bugfixes +- Fixed an issue that might cause a crash when curving super-long TMPro texts. +- Fixed code compilation warnings in Unity 2019 + + +2.7p1 +Bugfixes +- Fixed an issue in Gaze control method when pointing in and out of the canvas after a click would fire another click immidiately upon returning. + + +2.7 +New +- Added support for SteamVR 2.0+ +- Added an easy way to override pointer direction and origin for non-standard controllers. + +Bugfixes +- Fixed gc leak in custom ray control method. +- GAZE control method will now properly work with vertical sliders. +- Dragging a slider will no longer cause it to flicker. + + +2.6p2 +CurvedUI will now support VRTK with OculusSDK. + + +2.6p1 +Bugfixes +- Fixed an issue which caused Image and Texts sometimes revert to flat versions. +- Fixed small gc leak. + + +2.6 +New +- Added support for TMP Input Field' caret and selection. +- GearVR touchpad can now be used to click objects on canvas without having to be set up in Unity InputManager first. +- Added support for Oculus Go. Thanks to John for helping to test things out. + +Bugfixes +-Fixed an issue where dropdowns could not be operated in OculusVR control +method. +-Fixed an issue where objects with interactable property set to false could still be +clicked with Gaze control method. +-Reduced GC allocation in continuously updated objects. Big thanks to Marko for +suggestions. +-Fixed improper slider value being set when clicked with Gaze control method on +Unity 2017.3+ +-Fixed TMP objects not working as templates of a dropdown. +-Fixed an issue where Gaze Progress Image would not animate properly with 2 or +more curved canvases on the screen. +-Fixed an issue where changing the fill of an image would not prompt CurvedUI to +update it. +Fixed an issue where Grip and Menu button presses where not properly fired in CurvedUIViveController class. + + +2.5p1 +- fixed compile error on some Unity versions when used in SteamVR control method + + +2.5 +New +-CurvedUI can now auto detect newest version of Text Mesh Pro and automatically enable support for it. A big thank you to TMP author - Stephan_B - for providing a way for this. +- CurvedUI will now automatically check for interactable objects outside of the canvas and suggest a fix. +- Added public PointingAtCanvas bool for easy access to this data. +- CurvedUILaserBeam now has an option to hide the beam when not aiming at a canvas. +- OCULUSVR control method will now support GearVR remote. + +Changes +- Renamed VIVE control method to STEAMVR control method. It now supports Vive, Oculus, Microsoft Mixed Reality and all other devices using SteamVR SDK. +- Renamed OCULUS TOUCH control method to OCULUSVR control method. It now supports Oculus, GearVR and (in the future) Oculus Go headsets. + +Bugfixes +-Fixed a bug where some VRTK rigs would throw a null reference exception when used with CurvedUI +-Fixed an issue where TMP Submeshes would be curved twice. +-Fixed an issue where some TMP objects would be deformed in Edit mode. +-Fixed an issue with GAZE control method where progress bar would stay full if scene was launched without a visible canvas. +-Fixed an issue where large scale (ex. 1,1,1) canvases with very small size (ex. 1x1) would suffer from bad curve quality. + +2.4 +New and Improved +-Added Support for GoogleVR SDK 1.110 or later. +Changes +-Removed support for Unity 5.2 and earlier for clearer code base. +-Removed Daydream control method. Use GoogleVR control method for Daydream apps instead. +-CurvedUI now requires Unity 5.6 and up to run GoogleVR. Other control methods can be used in earlier versions of Unity. + +Bugfixes +-Fixed a bug where adding CurvedUI to a GoogleVR demo scene required additional modifications of components on EventSystem gameobject. +-Gaze control method will now properly fire all click events. +-Gaze control method will now properly work with dropdowns. +-RaycastToCanvasSpace method will now properly take canvas’ layer into account. +-Fixed a bug where using ScrollView with Custom Ray control method would make it jump upon pressing down the controller. + + +2.3p1 +New and Improved: +-Updated GoogleVR demo scene to Google VR Unity SDK 1.70 + +Bugfixes: +-Fixed a memory leak issue that sometimes affected canvases with TMP components. +-CurvedUISettings.CanvasToCurvedCanvas method will now work before first Update. + + +2.3 +New and Improved: +-Updated OrientOnCurvedSurface.cs script to work in every possible case. +-Cached some references in scripts for added performance. +-Raycast My Layer Only is now default option for new canvases. + +Bugfixes: +-Gaze Click now works on toggles. +-Gaze Click will no longer fire when no Selectable is under the pointer. +-Gaze Click will no longer fire on disabled Buttons. +-Fixed Gaze Click firing multiple times in single frame with multiple canvases on the scene. +-Fixed Gaze Control Method not firing OnBeginDrag and OnEndDrag events. +-Fixed Text Mesh Pro support excessive performance cost due to constant updates. +-Fixed OnPointerExit and OnPointerEnter events being called every frame with Custom Ray control method. +-Fixed erratic scroll behaviour with Custom Ray control method. + + +2.2: +New and Improved: +-Added support for switching to Vive control method during runtime. +-Vive Control method now also supports Oculus Touch when used via SteamVR. This includes adjusted pointing direction. +-Controller hand can now be picked for Oculus Touch +-Oculus Touch control method will now automatically find hand controllers. +-Unified variable names across namespace. ActiveVRController is now Hand. CurvedUIController is now CUIControlMethod. +-Added an error message for when EventSystem component is missing from the scene. +-Added a controlling hand auto switcher script to allow you to replicate the behavior in Oculus Home using your menu. +-Added an option to force box collider use for cylinder and ring canvases. +-Removed or resized some assets from Demo Scenes to make the package smaller. + +Bugfixes: +-Fixed a bug where "Raycast My Layer Only" option would not work on canvases that are children of rigidbodies. +-Fixed an issue where objects were not properly deselected in Custom Ray control method. +-Fixed jittery motion in Dragging with Gaze demo +-Fixed Text Mesh Pro submeshes not being properly Curved +-Fixed sudden jump that occurred for some scrollrects when using Gaze control method. +-Fixed Input caret not working on multi-line Input fields. +-Gaze demo scene will now work when launched on mobiles. +-Fixed an issue where turning off a controller during runtime would throw index out of bounds exception +-Fixed a bug where Text Mesh Pro objects would wiggle when planced on a canvas attached to a steamvr controller. +-"Remove Effect From Canvas" will now properly remove TMP related components. + + +2.1p1 +Fixed Unity 5.6 compile bug. +Fixed World Space Mouse demo scene. + + +2.1: +Moved all the scripts to CurvedUI namesspace. 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+++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 87f0de67ee0baa14fb5b95be8730a737 +folderAsset: yes +timeCreated: 1451860091 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_AnimateCurvedFillOnStart.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_AnimateCurvedFillOnStart.cs new file mode 100644 index 00000000..e97999ae --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_AnimateCurvedFillOnStart.cs @@ -0,0 +1,35 @@ +п»їusing UnityEngine; +using System.Collections; +using UnityEngine.UI; + +namespace CurvedUI +{ + public class CUI_AnimateCurvedFillOnStart : MonoBehaviour + { + + // Update is called once per frame + void Update() + { + + CurvedUISettings set = this.GetComponent(); + Text textie = this.GetComponentInChildren(); + + if (Time.time < 1.5f) + { + + set.RingFill = Mathf.PerlinNoise(Time.time * 30.23234f, Time.time * 30.2313f) * 0.15f; + textie.text = "Accesing Mainframe..."; + + } + else if (Time.time < 2.5f) + { + + set.RingFill = Mathf.Clamp(set.RingFill + Time.deltaTime * 3, 0, 1); + textie.text = "Mainframe Active"; + + } + + + } + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_AnimateCurvedFillOnStart.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_AnimateCurvedFillOnStart.cs.meta new file mode 100644 index 00000000..25e2929d --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_AnimateCurvedFillOnStart.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 352e27348d502a945a10820320590fb3 +timeCreated: 1453675907 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraController.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraController.cs new file mode 100644 index 00000000..18ef6117 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraController.cs @@ -0,0 +1,46 @@ +п»їusing UnityEngine; +using System.Collections; + +namespace CurvedUI +{ + public class CUI_CameraController : MonoBehaviour + { + + + + + public static CUI_CameraController instance; + +#pragma warning disable 0649 + [SerializeField] + Transform CameraObject; + + [SerializeField] + float rotationMargin = 25; + + [SerializeField] + bool runInEditorOnly = true; +#pragma warning restore 0649 + + // Use this for initialization + void Awake() + { + instance = this; + } + + + #if UNITY_EDITOR + // Update is called once per frame + void Update() + { + if((Application.isEditor || !runInEditorOnly) && !UnityEngine.XR.XRSettings.enabled) + { + CameraObject.localEulerAngles = new Vector3(Input.mousePosition.y.Remap(0, Screen.height, rotationMargin, -rotationMargin), + Input.mousePosition.x.Remap(0, Screen.width, -rotationMargin, rotationMargin), + 0); + } + + } + #endif + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraController.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraController.cs.meta new file mode 100644 index 00000000..26b63961 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e2f593149fee947adb37ef66cd8b7f5c +timeCreated: 1451320085 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraRotationOnButtonHeld.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraRotationOnButtonHeld.cs new file mode 100644 index 00000000..4ea478c7 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraRotationOnButtonHeld.cs @@ -0,0 +1,43 @@ +п»їusing UnityEngine; +using System.Collections; + + + +public class CUI_CameraRotationOnButtonHeld : MonoBehaviour { + + [SerializeField] + float Sensitivity = 0.5f; + + Vector3 oldMousePos; + bool move = true; + + // Use this for initialization + void Start () { + oldMousePos = Input.mousePosition; + + } + +#if UNITY_EDITOR + // Update is called once per frame + void Update() { + + if (Input.GetButton("Fire2")) + { + move = true; + + + } + else + move = false; + + + if (move) + { + Vector2 mouseDelta = Input.mousePosition - oldMousePos; + this.transform.eulerAngles = this.transform.eulerAngles + new Vector3(mouseDelta.y, -mouseDelta.x, 0) * Sensitivity; + } + + oldMousePos = Input.mousePosition; + } +#endif +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraRotationOnButtonHeld.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraRotationOnButtonHeld.cs.meta new file mode 100644 index 00000000..d4ef00ed --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_CameraRotationOnButtonHeld.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f1286595337f32d4db5ac6f23a9d5210 +timeCreated: 1455382946 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeColor.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeColor.cs new file mode 100644 index 00000000..b15e56be --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeColor.cs @@ -0,0 +1,29 @@ +п»їusing System.Collections; +using System.Collections.Generic; +using System.Security.Cryptography.X509Certificates; +using UnityEngine; + +namespace CurvedUI +{ + public class CUI_ChangeColor : MonoBehaviour + { + + public void ChangeColorToBlue() + { + this.GetComponent().material.color = Color.blue; + } + + public void ChangeColorToCyan() + { + this.GetComponent().material.color = Color.cyan; + } + + public void ChangeColorToWhite() + { + this.GetComponent().material.color = Color.white; + } + + + } +} + diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeColor.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeColor.cs.meta new file mode 100644 index 00000000..407bcaf3 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeColor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d10cbeeea58fa0441b1bb92c83da6e6e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeValueOnHold.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeValueOnHold.cs new file mode 100644 index 00000000..6f020cf5 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeValueOnHold.cs @@ -0,0 +1,73 @@ +п»їusing UnityEngine; +using System.Collections; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace CurvedUI +{ + public class CUI_ChangeValueOnHold : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + { + + bool pressed = false; + bool selected = false; + +#pragma warning disable 0649 + [SerializeField] + Image bg; + [SerializeField] + Color SelectedColor; + [SerializeField] + Color NormalColor; + + [SerializeField] + CanvasGroup IntroCG; + [SerializeField] + CanvasGroup MenuCG; +#pragma warning restore 0649 + + + // Update is called once per frame + void Update() + { + + pressed = Input.GetKey(KeyCode.Space) || Input.GetButton("Fire1"); + + ChangeVal(); + } + + + void ChangeVal() + { + + if (this.GetComponent().normalizedValue == 1) + { + //fade intro screen if we reached max slider value + IntroCG.alpha -= Time.deltaTime; + MenuCG.alpha += Time.deltaTime; + } + else { + //change slider value - increase if its selected and button is pressed + this.GetComponent().normalizedValue += (pressed && selected) ? Time.deltaTime : -Time.deltaTime; + } + + //change if intro screen can block interactions based on its opacity + IntroCG.blocksRaycasts = IntroCG.alpha > 0; + } + + + public void OnPointerEnter(PointerEventData data) + { + bg.color = SelectedColor; + bg.GetComponent().TesselationRequired = true; + selected = true; + } + + public void OnPointerExit(PointerEventData data) + { + bg.color = NormalColor; + bg.GetComponent().TesselationRequired = true; + selected = false; + } + + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeValueOnHold.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeValueOnHold.cs.meta new file mode 100644 index 00000000..de434646 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_ChangeValueOnHold.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a2cee7bf50f35b849b453cf36ef321ad +timeCreated: 1453329811 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_DragBetweenCanvases.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_DragBetweenCanvases.cs new file mode 100644 index 00000000..034afec6 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_DragBetweenCanvases.cs @@ -0,0 +1,109 @@ +п»їusing UnityEngine; +using System.Collections; +using System.Collections.Generic; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +namespace CurvedUI +{ + /// + /// This component enables accurate object dragging over curved canvas. It also allows user to drop the object on another canvas. + /// It supports both mouse and gaze controllers. Add it to your canvas object with image component. + /// + public class CUI_DragBetweenCanvases : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler + { + + //saved location where we grabbed the panel + Vector2 dragPoint; + + + public void OnBeginDrag(PointerEventData data) + { + Debug.Log("OnBeginDrag"); + Vector2 newPos = Vector2.zero; + RaycastPosition(out newPos); + + //save distance from click point to object center to allow for precise dragging + dragPoint = new Vector2((transform as RectTransform).localPosition.x, (transform as RectTransform).localPosition.y) - newPos; + } + + /// + /// drag the transform along the mouse. We use raycast to determine its position on curved canvas. + /// + /// + public void OnDrag(PointerEventData data) + { + + CurvedUISettings myCurvedCanvas = GetComponentInParent(); + Ray ray3d = Camera.main.ScreenPointToRay(new Vector2(Screen.width / 2.0f, Screen.height / 2.0f)); + + + if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.MOUSE) + { + //position when using mouse + ray3d = Camera.main.ScreenPointToRay(Input.mousePosition); + + } + else if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.GAZE) + { + //position when using gaze + ray3d = Camera.main.ScreenPointToRay(new Vector2(Screen.width / 2.0f, Screen.height / 2.0f)); + } + + //find a canvas underneath the pointer. + RaycastHit hit; + if (Physics.Raycast(ray3d, out hit)) + { + CurvedUISettings curvedCanvasUnderPointer = hit.collider.GetComponentInParent(); + Vector2 newPos = Vector2.zero; + if (curvedCanvasUnderPointer != null) + { + //change canvas if we moved it to the other one. + if(curvedCanvasUnderPointer != myCurvedCanvas) + { + //move this panel to the other canvas and resets its position. + this.transform.SetParent(curvedCanvasUnderPointer.transform); + this.transform.ResetTransform(); + + //force the panel and each of its children to update their parent CurvedUISettings. + //This will ensure they will rebuild with proper angle and stuff. + foreach(CurvedUIVertexEffect eff in GetComponentsInChildren()) + { + eff.FindParentSettings(true); + } + } + + //find the raycast position in flat canvas units. + curvedCanvasUnderPointer.RaycastToCanvasSpace(ray3d, out newPos); + + //set the new position of the panel. Add the drag point so we're still holding the object in the same spot. + (transform as RectTransform).localPosition = newPos + dragPoint; + } + } + + + } + + public void OnEndDrag(PointerEventData data) + { + Debug.Log("OnEndDrag"); + } + + void RaycastPosition(out Vector2 newPos) + { + if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.MOUSE) + { + //position when using mouse + GetComponentInParent().RaycastToCanvasSpace(Camera.main.ScreenPointToRay(Input.mousePosition), out newPos); + + } + else if (CurvedUIInputModule.ControlMethod == CurvedUIInputModule.CUIControlMethod.GAZE) + { + //position when using gaze + GetComponentInParent().RaycastToCanvasSpace(Camera.main.ScreenPointToRay(new Vector2(Screen.width / 2.0f, Screen.height / 2.0f)), out newPos); + } + else newPos = Vector2.zero; + } + + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_DragBetweenCanvases.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_DragBetweenCanvases.cs.meta new file mode 100644 index 00000000..e1a2da33 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_DragBetweenCanvases.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1e61d03f703496f4393e12b100d437d9 +timeCreated: 1468436008 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunController.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunController.cs new file mode 100644 index 00000000..f077644b --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunController.cs @@ -0,0 +1,63 @@ +п»їusing UnityEngine; +using System.Collections; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace CurvedUI +{ + public class CUI_GunController : MonoBehaviour + { +#pragma warning disable 0649 + [SerializeField] + CurvedUISettings ControlledCanvas; + [SerializeField] + Transform LaserBeamTransform; +#pragma warning restore 0649 + + // Update is called once per frame + void Update() + { + + //tell canvas to use the direction of the gun as a ray controller + Ray myRay = new Ray(this.transform.position, this.transform.forward); + + if (ControlledCanvas) + CurvedUIInputModule.CustomControllerRay = myRay; + + + //change the laser's length depending on where it hits + float length = 10000; + + RaycastHit hit; + if (Physics.Raycast(myRay, out hit, length)) + { + + //check for graphic under pointer if we hit curved canvas. We only want transforms with graphics that are drawn by canvas (depth not -1) to block the pointer. + int SelectablesUnderPointer = 0; + if (hit.transform.GetComponent() != null) + { + SelectablesUnderPointer = hit.transform.GetComponent().GetObjectsUnderPointer().FindAll(x => x.GetComponent() != null && x.GetComponent().depth != -1).Count; + } + + //Debug.Log("found graphics: " + SelectablesUnderPointer); + length = SelectablesUnderPointer == 0 ? 10000 : Vector3.Distance(hit.point, this.transform.position); + + } + + LaserBeamTransform.localScale = LaserBeamTransform.localScale.ModifyZ(length); + + + //make laser beam thicker if mose is pressed + if (Input.GetMouseButton(0)) + { + + LaserBeamTransform.localScale = LaserBeamTransform.localScale.ModifyX(0.75f).ModifyY(0.75f); + + } + else { + LaserBeamTransform.localScale = LaserBeamTransform.localScale.ModifyX(0.2f).ModifyY(0.2f); + + } + } + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunController.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunController.cs.meta new file mode 100644 index 00000000..13565d0b --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 97902b8f214c3495ca9c34b007589a95 +timeCreated: 1455977003 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunMovement.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunMovement.cs new file mode 100644 index 00000000..1da1e6fd --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunMovement.cs @@ -0,0 +1,44 @@ +п»їusing UnityEngine; +using System.Collections; + +namespace CurvedUI +{ + /// + /// A simple script to make the pointer follow mouse movement and pass the control ray to canvsa + /// + public class CUI_GunMovement : MonoBehaviour + { + +#pragma warning disable 0649 + [SerializeField] + CurvedUISettings mySettings; + [SerializeField] + Transform pivot; + [SerializeField] + float sensitivity = 0.1f; + Vector3 lastMouse; +#pragma warning restore 0649 + + // Use this for initialization + void Start() + { + lastMouse = Input.mousePosition; + } + + // Update is called once per frame + void Update() + { + + Vector3 mouseDelta = Input.mousePosition - lastMouse; + lastMouse = Input.mousePosition; + pivot.localEulerAngles += new Vector3(-mouseDelta.y, mouseDelta.x, 0) * sensitivity; + + + //pass ray to canvas + Ray myRay = new Ray(this.transform.position, this.transform.forward); + + CurvedUIInputModule.CustomControllerRay = myRay; + CurvedUIInputModule.CustomControllerButtonState = Input.GetButton("Fire1"); + } + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunMovement.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunMovement.cs.meta new file mode 100644 index 00000000..799e0e1c --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_GunMovement.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ecf5234e5e13740a090810d98086d328 +timeCreated: 1455977016 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveAlong.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveAlong.cs new file mode 100644 index 00000000..c3484df9 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveAlong.cs @@ -0,0 +1,19 @@ +п»їusing UnityEngine; +using System.Collections; + +public class CUI_MoveAlong : MonoBehaviour { + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + (transform as RectTransform).anchoredPosition = new Vector2((transform as RectTransform).anchoredPosition.x + (transform as RectTransform).anchoredPosition.x / 100.0f, (transform as RectTransform).anchoredPosition.y); + + if((transform as RectTransform).anchoredPosition.x > (transform.parent as RectTransform).rect.width) + (transform as RectTransform).anchoredPosition = new Vector2(20, (transform as RectTransform).anchoredPosition.y); + + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveAlong.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveAlong.cs.meta new file mode 100644 index 00000000..2df4be73 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveAlong.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ea03d4139d9c0594db5f99faf8204491 +timeCreated: 1451940575 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveHeartbeat.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveHeartbeat.cs new file mode 100644 index 00000000..527eb2dd --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveHeartbeat.cs @@ -0,0 +1,31 @@ +п»їusing UnityEngine; +using System.Collections; + +public class CUI_MoveHeartbeat : MonoBehaviour { + + public float speed; + public bool wrapAroundParent = true; + + + RectTransform rectie; + RectTransform parentRectie; + + void Start(){ + rectie = (transform as RectTransform); + parentRectie = transform.parent as RectTransform; + + } + + // Update is called once per frame + void Update () { + + rectie.anchoredPosition = new Vector2(rectie.anchoredPosition.x - speed * Time.deltaTime, + rectie.anchoredPosition.y); + + if(wrapAroundParent){ + if(rectie.anchoredPosition.x + rectie.rect.width < 0 ) + rectie.anchoredPosition = new Vector2(parentRectie.rect.width, rectie.anchoredPosition.y); + + } + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveHeartbeat.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveHeartbeat.cs.meta new file mode 100644 index 00000000..73b2c646 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_MoveHeartbeat.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cdf6eda1caf908949b4fc97abb39247c +timeCreated: 1452030171 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_OrientOnCurvedSpace.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_OrientOnCurvedSpace.cs new file mode 100644 index 00000000..1c8a22c7 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_OrientOnCurvedSpace.cs @@ -0,0 +1,29 @@ +п»їusing UnityEngine; +using System.Collections; + +namespace CurvedUI +{ + public class CUI_OrientOnCurvedSpace : MonoBehaviour + { + + public CurvedUISettings mySettings; + + + // Use this for initialization + void Awake() + { + + mySettings = GetComponentInParent(); + + + } + + // Update is called once per frame + void Update() + { + Vector3 positionInCanvasSpace = mySettings.transform.worldToLocalMatrix.MultiplyPoint3x4(this.transform.parent.position); + transform.position = mySettings.CanvasToCurvedCanvas(positionInCanvasSpace); + transform.rotation = Quaternion.LookRotation(mySettings.CanvasToCurvedCanvasNormal(transform.parent.localPosition), transform.parent.up); + } + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_OrientOnCurvedSpace.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_OrientOnCurvedSpace.cs.meta new file mode 100644 index 00000000..f45b5e11 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_OrientOnCurvedSpace.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6855572de39673e4e87aaaae77c04e76 +timeCreated: 1455057006 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoisePosition.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoisePosition.cs new file mode 100644 index 00000000..58944bae --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoisePosition.cs @@ -0,0 +1,28 @@ +п»їusing UnityEngine; +using System.Collections; + + +namespace CurvedUI +{ + public class CUI_PerlinNoisePosition : MonoBehaviour + { + + public float samplingSpeed = 1; + public Vector2 Range; + + RectTransform rectie; + + // Use this for initialization + void Start() + { + rectie = transform as RectTransform; + } + + // Update is called once per frame + void Update() + { + rectie.anchoredPosition = new Vector2(Mathf.PerlinNoise(Time.time * samplingSpeed, Time.time * samplingSpeed).Remap(0, 1, -Range.x, Range.x), + Mathf.PerlinNoise(Time.time * samplingSpeed * 1.333f, Time.time * samplingSpeed * 0.888f).Remap(0, 1, -Range.y, Range.y)); + } + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoisePosition.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoisePosition.cs.meta new file mode 100644 index 00000000..6ec6c1c6 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoisePosition.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 01a69fb5ed7f9f4459e5ac373ce731ed +timeCreated: 1452031113 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoiseRotation.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoiseRotation.cs new file mode 100644 index 00000000..38e3b3b4 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoiseRotation.cs @@ -0,0 +1,28 @@ +п»їusing UnityEngine; +using System.Collections; + +namespace CurvedUI +{ + public class CUI_PerlinNoiseRotation : MonoBehaviour + { + + public float samplingSpeed = 1; + + public float maxrotation = 60; + + RectTransform rectie; + + // Use this for initialization + void Start() + { + rectie = transform as RectTransform; + } + + // Update is called once per frame + void Update() + { + rectie.localEulerAngles = new Vector3(0, 0, Mathf.PerlinNoise(Time.time * samplingSpeed, Time.time * samplingSpeed).Remap(0, 1, -maxrotation, maxrotation)); + + } + } +} diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoiseRotation.cs.meta b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoiseRotation.cs.meta new file mode 100644 index 00000000..f80a974b --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PerlinNoiseRotation.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3e32822674f3035459f9e8378e054359 +timeCreated: 1452031430 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PickImageFromSet.cs b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PickImageFromSet.cs new file mode 100644 index 00000000..e5eeeb21 --- /dev/null +++ b/Assets/CurvedUI/Demo Scenes/Demo Scenes Content/CUI_PickImageFromSet.cs @@ -0,0 +1,29 @@ +п»їusing System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace CurvedUI +{ + public class CUI_PickImageFromSet : MonoBehaviour + { + + static CUI_PickImageFromSet picked = null; + + + + public void PickThis() + { + if (picked != null) + picked.GetComponent