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  36. benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SSManual.md +47 -0
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+ # Frame-by-frame animation
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+
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+ By using [Sprite Swap](SpriteSwapIntro.md), you can create frame-by-frame style animations by swapping to different Sprites on each frame at runtime. This is useful for simple animations, such as to show a character blinking. It is recommended that you first [change the keyframe tangent](#change-the-keyframe-tangent) before continuing with the workflow below:
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+ 1. In your character Prefab’s __Sprite Library Asset__ (which can be automatically or [manually created](SSManual.md)), add a new __Category__. Add the Sprite for each frame of your animation to this Category, and give them each a unique __Label__ name.
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+
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+ 2. Select your character Prefab and drag it into the Scene view.
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+
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+ 3. Open the [Animation](https://docs.unity3d.com/Manual/AnimationOverview.html) window, and select your character Prefab. Then select the __Add Property__ button, and select the [Sprite Resolver component](SRComponent.md)’s __Label__ property.
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+ ![](images/2DAnim_SpriteSwap_property.png)
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+
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+ 4. Change the __Label__ property at each keyframe in the Animation window in the order they should appear for your animation. This simulates a frame-by-frame animation style.
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+ ## Change the Keyframe Tangent
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+ When animating with the Category and Label value of the Sprite Resolver in the Animation window, it is important to change the keyframe’s tangent in the Animation window to __Constant__.
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+ ![](images/SpriteResolverCheck.png)
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+ This is because the Sprite Resolver component uses the defined string hash value to locate the desired Sprite. If the values between keyframe’s are interpolated, the Sprite Resolver will not be able to resolve and render the correct Sprite.
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+ # Preparing and importing artwork
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+ To animate a character with the __2D Animation__ package, it is recommended to separate the individual parts of your character onto different [Layers](https://helpx.adobe.com/photoshop/using/layer-basics.html) in Photoshop (see Example 1). The [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) imports the graphic data from each Photoshop Layer as Sprites, and automatically arranges the Sprites into both a Sprite Sheet, and a Prefab with the Sprites in the Layers’ original positions (see Example 2).
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+ ![](images/2DAnimationV2_PSDLayers.png)<br/>Example 1: Layered character artwork in Adobe Photoshop.
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+ ![](images/2DAnimationV2_Mosaic_Prefab.png)<br/>Example 2: The different parts/Layers of the character arranged into a Sprite Sheet.
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+ ## Photoshop file and PSD Importer settings
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+ It is recommended to prepare your character artwork by separating the character’s various limbs or accessories into separate [layers](https://helpx.adobe.com/photoshop/using/layer-basics.html), and arranged into its default pose.
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+ 1. Save your artwork as a .psb file in Adobe Photoshop by selecting the __Large Document Format__ under the __Save As__ menu. You can convert an existing .psd file to .psb in the same way.
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+ 2. [Import](https://docs.unity3d.com/Manual/ImportingAssets.html) the .psb file into Unity with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/), which generates a Prefab containing Sprites based on the layers of the source file.
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+ 3. Select the generated character Prefab and go to its Inspector window. In the Inspector window, ensure the following settings are set:
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+ * Set Texture Type to __Sprite(2D and UI)__.
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+ * Set Sprite Mode to __Multiple__.
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+ * Check the __Mosaic__ checkbox.
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+ * Check the __Character Rig__ checkbox.
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+ * Check the __Use Layer Grouping__ checkbox if you want to preserve any Layer Groups in the source .psb file.
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+ ![](images/ImporterWindow.png)<br/>Importer window settings
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+ Click __Apply__ to apply the settings. Refer to the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) documentation for more details about specific importer settings.
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+ # Swapping Sprite Library Assets
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+ If swapping each Sprite individually takes too much effort, you can instead swap the entire __Sprite Library Asset__ to another one containing alternate Sprites.
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+ The following example shows how to switch from a Sprite Library Asset of color Sprites to another one containing identical Sprites but in grayscale:
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+ ![](images/bothsprites.PNG)<br/>__Left:__ Prefab with the colored Sprite Library Asset. __Right:__ Prefab with the grayscale Sprite Library Asset.
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+ 1. Create variants of your character artwork. In this example, a grayscale variant of the original artwork was created in Photoshop (or any other compatible image editor).
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+ 2. [Import](PreparingArtwork.md) both .psb files into the Unity Editor. Both become separate Prefabs in the Asset window.
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+ 3. Select the color Prefab and open it in the [Skinning Editor](SkinningEditor.md). Assign each Sprite of the character to a unique [Category](SpriteVis.html#how-to-create-a-category). It is suggested to name each __Category__ and __Label__ after the respective body part of the character. Apply the changes once you are ready, and exit the __Sprite Editor__.
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+ ![](images/image_15.png)<br/>The Category and Label names for the color Prefab.
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+ 4. Select the grayscale Prefab, and give its corresponding Sprites the same __Category__ and __Label__ names as the color Prefab.
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+ ![](images/image_16.png)<br/>Give the same Category and Label names to the grayscale Prefab.
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+
21
+ 5. Drag the color Prefab into the Scene view, and go to the root GameObject. The [Sprite Library component](SLAsset.html#sprite-library-component) is attached to the root GameObject and refers to the default __Sprite Library Asset__ that [Unity automatically generated](SpriteSwapIntro.html#how-unity-generates-sprite-swap-assets-and-components).
22
+
23
+ ![](images/image_17.png)<br/>The color Sprite Library Asset.
24
+
25
+ 6. With the Inspector window the color Prefab remaining open, go to the Asset window and expand the grayscale Prefab. Find the grayscale Prefab __Sprite Library Asset__ and drag it to the color Prefab‘s __Sprite Library Asset__ box, which replaces the color Prefab’s original Sprite Library Asset.
26
+
27
+ 7. The Sprites of the color Prefab should have switched to their grayscale counterparts of the grayscale Sprite Library Asset.
28
+
29
+ ![](images/image_18.png)<br/>The grayscale version of the color Sprite Library Asset.
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLAsset.md ADDED
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1
+ ## Sprite Library Asset
2
+
3
+ The __Sprite Library Asset__ contains the __Categories__ and __Labels__ that a character Prefab refers to to determine what Sprites are rendered. This allows you to group similar or interchangeable Sprites together that can be used for [Sprite Swapping](SpriteSwapIntro.md).
4
+
5
+ Unity automatically generates a Sprite Library Asset as a sub-Asset of the Prefab when you create any [Categories or Labels](SpriteVis.html#sprite-tab) while editing the character Prefab. To [manually](SSManual.md) create a __Sprite Library Asset__, go to __Assets__ > __Create__ > __Sprite Library Asset__.
6
+
7
+ ![](images/image_0.png)<br/>Inspector view of Sprite Library Asset
8
+
9
+ Select __Add (+)__ at the bottom-right of the __Sprite Library Asset__ to add a new __Category__. Select __Remove (-)__ to remove a Category instead.
10
+
11
+ | Property | Function |
12
+ | ---------------------------------- | ------------------------------------------------------------ |
13
+ | __Category Name__ | Enter a Category name. Category names must be unique. |
14
+ | __Category List__ | Use these settings to define the number of Sprites you want to include, and the label for each Sprite. |
15
+ | &nbsp;&nbsp;&nbsp;&nbsp;__Size__ | Enter the number of Labels you want to assign to this Category. |
16
+ | &nbsp;&nbsp;&nbsp;&nbsp;__Label__ | Enter a name for the registered Sprite. This Label must be unique from other Labels in the same Category. |
17
+ | &nbsp;&nbsp;&nbsp;&nbsp;__Sprite__ | Select or drag a Sprite onto this box to register it as the Sprite reference for this Label. |
18
+
19
+ ## Sprite Library component
20
+
21
+ The __Sprite Library component__ is attached to the root GameObject of the character Prefab. Assign your preferred [Sprite Library Asset](SLAsset.md) to the __Sprite Library Asset__ box that the [Sprite Renderers](https://docs.unity3d.com/Manual/class-SpriteRenderer.) of the GameObjects within the Prefab will refer to and render respectively.
22
+
23
+ ![](images/image_1.png)<br/>Inspector view of Sprite Component
24
+
25
+ | Property | Function |
26
+ | ------------------------ | ------------------------------------------------------------ |
27
+ | __Sprite Library Asset__ | Set this to the Sprite Library Asset you want to use for this charcter Prefab. |
28
+
29
+ ## Sprite Resolver component
30
+
31
+ The __Sprite Resolver component__ is attached to each GameObject in the Prefab. The component pulls information from the [Sprite Library Asset](SLAsset.md) (assigned to the [Sprite Library component](SLComponent.md) at the root of the Prefab). The component contains two properties - [Category and Label](SpriteVis.html#sprite-tab) - and a visual Variant Selector that displays thumbnails of the Sprites contained in the Sprite Library Asset.
32
+
33
+ ![](images/image_2.png)<br/>Inspector view of Sprite Resolver Component, with the variant visual selector.
34
+
35
+ | Property | Function |
36
+ | ------------ | ------------------------------------------------------------ |
37
+ | __Category__ | Select which Category you want to use a Sprite from for this GameObject. |
38
+ | __Label__ | Select the Label of the Sprite you want to use for this GameObject. |
39
+
40
+ Select the Sprite you want the __Sprite Renderer__ to render by selecting from the __Category__ and __Label__ dropdown menus, or select the Sprite directly in the visual Variant Selector.
41
+
42
+ ## Sprite Skin component
43
+
44
+ When the character Prefab is brought into the Scene view, the PSD Importer automatically adds the __Sprite Skin__ component to any Sprite that have any [bone influences](SkinEdToolsShortcuts.md#bone-influences).
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SSManual.md ADDED
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1
+ # Sprite Swap manual setup
2
+
3
+ When a [Category or Label](SpriteVis.html#how-to-create-a-category) is created from the [Sprite Visibility panel](SpriteVis.md) in the __Skinning Editor__, Unity automatically [generates](SpriteSwapIntro.html#how-unity-generates-sprite-swap-assets-and-components) a __Sprite Library Asset__ as a sub-Asset of the [character Prefab](PreparingArtwork.md) that contains the Categories and Labels created for that Prefab.
4
+
5
+ You can create a __Sprite Library Asset__ manually and choose which GameObject refers to it, by following the steps below:
6
+
7
+ 1. Select the __Sprite Library Asset__ from the Asset creation menu by going to: __Asset > Create > Sprite Library Asset__.
8
+
9
+ ![](images/image_7.png)
10
+
11
+
12
+
13
+ 2. Select the new Sprite Library Asset and go to its Inspector window. The list of Categories and Labels available in the Asset is displayed.
14
+
15
+ ![](images/image_8.png)
16
+
17
+
18
+
19
+ 3. Select __Add (+)__ at the bottom-right of the List to add a new __Category__. Enter a name into the ‘New Category’ box. Each Category in the same [Sprite Library Asset](SLAsset.md) must have a name unique from others.
20
+
21
+ ![](images/image_9.png)
22
+
23
+
24
+
25
+ 4. Next, create an empty GameObject (menu: __Right-click on the Hierarchy window > Create Empty__). Select it and then add the [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) component to it.
26
+
27
+ ![](images/AddSpriteRenderer.png)
28
+
29
+
30
+
31
+ 5. Add the [Sprite Library component](SLAsset.html#sprite-library-component) to the same GameObject. Assign the Sprite Library Asset created in step 3 to the __Sprite Library Asset__ box.
32
+
33
+ ![](images/SpriteLibraryComponent.png)
34
+
35
+
36
+
37
+ 6. Add the [Sprite Resolver component](SLAsset.html#sprite-resolver-component) to the same GameObject.
38
+
39
+ ![](images/image_10.png)
40
+
41
+ Open the **Category** drop-down menu, and select a Category you created in step 3. The component will then display a **Label** drop-down menu and a Visual Variant Selector that displays thumbnails of the different Sprites available in the Category.
42
+
43
+ ![](images/SpriteResolver_VisualSelector.png)
44
+
45
+
46
+
47
+ 7. When you select a Sprite in the __Sprite Resolver__ component, Unity automatically replaces the current Sprite in the[ Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) component with the one you have selected.
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinEdToolsShortcuts.md ADDED
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1
+ # Editor tools and shortcuts
2
+
3
+ ![](images/LabelledEditorTools.png)<br/>Labelled 2D Animation Skinning editor tools
4
+
5
+ The Skinning Editor tools are split-up into the following groups:
6
+
7
+ A. [Editor toolbar](#editor-toolbar)
8
+
9
+ B. [Bone tools](#bone-tools)
10
+
11
+ C. [Geometry tools](#geometry-tools)
12
+
13
+ D. [Weight tools](#weight-tools)
14
+
15
+ ## Editor toolbar
16
+
17
+ This is toolbar that contains the options that affect what is overall visible in the __Skinning Editor__ window, as well as the __Copy__ and __Paste__ functions.
18
+
19
+ | __Tool__ | __Default Shortcut__ | __Function__ |
20
+ | ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ |
21
+ | ![Reset Pose](images/icon_RestoreBind.png)<br/>__Reset Pose__ | Shift + 1 | Restore a character’s bones and joints to their original positions. |
22
+ | ![Toggle View Mode](images\icon_ToggleView.png)<br/>__Toggle View Mode__ | Shift + 2 | Switch between the __Character__ and __Sprite Sheet__ view modes. |
23
+ | ![Copy](images\icon_Copy.png)<br/>__Copy__ | Ctrl + C | Copies the bone and mesh data from the current selection. |
24
+ | ![Paste](images\icon_Paste.png)<br/>__Paste__ | Ctrl + V | Pastes the copied bone and mesh data to the current selection. |
25
+ | ![Paste](images\icon_Paste.png)<br/>__Paste__ | Shift + B | Use this shortcut to show additional pasting options. |
26
+ | ![Visibility eyecon](images\icon_Visibility.png)<br/>__Visibility__ | Shift + P | Toggles the [Sprite visibility panel](SpriteVis.md), which controls the visibility of the Sprite Meshes and bones in the editor window. |
27
+ | __Toggle Tool Text__ | Shift + ` | Show or hide text on tool buttons. |
28
+
29
+ ## Bone tools
30
+
31
+ Use the __Bone Tools__ to create and edit the bones of your character and their hierarchy.
32
+
33
+ | __Tool__ | __Default Shortcut__ | __Function__ |
34
+ | ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ |
35
+ | ![Preview Pose](images/icon_PreviewPose.png)<br/>__Preview Pose__ | Shift + Q | Preview character poses after rigging. |
36
+ | ![Edit Bone](images/icon_EditJoints.png)<br/>__Edit Bone__ | Shift + W | Reposition the bones into a new position. These changes are automatically saved as the default bind pose for the Restore Bind Pose tool.Sprite geometry does not deform with the bones in this mode, even if the bones are attached as influencers. |
37
+ | ![Create Bone](images/icon_CreateBone.png)<br/>__Create Bone__ | Shift + E | Click and drag to create bones. |
38
+ | ![Split Bone](images/icon_SplitBone.png)<br/>__Split Bone__ | Shift + R | Splits the selected bone. |
39
+
40
+ ### Bone panel
41
+
42
+ The __Bone panel__ appears at the bottom right of the editor window when you have a bone selected.
43
+
44
+ ![](images/bone_panel.png)
45
+
46
+ | Property | Function |
47
+ | --------- | ------------------------------------------------------------ |
48
+ | __Name__ | Displays the name of the selected bone. Enter a new name here to rename the selected bone. |
49
+ | __Depth__ | Displays the Depth value of the selected bone that determines its render order, or enter a new value (which can be negative) to change the render order. See the [bone tab and hierarchy tree](SpriteVis.html#bone-tab-and-hierarchy-tree) page for more information about how the Depth value affect the way the Sprite Mesh is rendered and deformed. |
50
+
51
+
52
+
53
+ ## Geometry tools
54
+
55
+ Use the __Geometry tools__ to generate and edit the meshes of the different Sprites that make up your character.
56
+
57
+ | __Tool__ | __Default Shortcut__ | __Function__ |
58
+ | ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ |
59
+ | ![Auto Geometry](images/icon_GenGeo.png)<br/>__Auto Geometry__ | Shift + A | Select to auto-generate Meshes for Sprites. When this tool is selected, the [Geometry panel](#geometry-panel) becomes available at the bottom-right of the __Skinning Editor__. |
60
+ | ![Edit Geometry](images\icon_EditGeo.png)<br/>__Edit Geometry__ | Shift + S | Edit generated Meshes by repositioning vertices. |
61
+ | ![Create Vertex](images/icon_CreateVertex.png)<br/>__Create Vertex__ | Shift + D | Create new vertices to create geometry. |
62
+ | ![Create Edge](images/icon_CreateEdge.png)<br/>__Create Edge__ | Shift + G | Create new edges to create geometry. |
63
+ | ![Split Edge](images/icon_SplitEdge.png)<br/>__Split Edge__ | Shift + H | Split an existing edge into two. |
64
+
65
+ ### Geometry panel
66
+
67
+ The __Geometry panel__ is only visible when __Auto Geometry__ is enabled. It contains the available settings that affect how the geometry of selected Sprites are generated.
68
+
69
+ ![](images/GeoPanel.png)<br/>Visible only when Auto Geometry is enabled.
70
+
71
+ | __Property__ | __Function__ |
72
+ | -------------------------------------------------- | ------------------------------------------------------------ |
73
+ | __Outline Detail__ | Use the slider to adjust the accuracy of the generated geometry’s outline to the outline of the Sprite. Smaller values create simpler outlines, while larger values create denser outlines that fit to the Sprite’s outline more accurately. |
74
+ | __Alpha Tolerance__ | Use the slider to set the alpha value threshold to consider when generating geometry. Pixels with an alpha value lower than the set tolerance value are considered transparent during outline detection when the geometry is generated. |
75
+ | __Subdivide__ | Use the slider to adjust the tessellation of the Sprite Mesh by adding or decreasing the number of vertices inside the generated Mesh. |
76
+ | __Weights__ | Enable to automatically assign weights between the generated geometry Mesh and nearby bones. |
77
+ | __Generate For Selected/Generate For All Visible__ | Select this button to generate a geometry Mesh for selected Sprites based on the property settings above. To generate geometry for all Sprites in the Skinning Editor, do not have any Sprite selected when you select this button. |
78
+
79
+
80
+
81
+ ## Weight tools
82
+
83
+ Vertices in the generated geometry meshes are influenced by different bones which affect how the meshes deform during animation. The percentage of influences from different bones for each vertex is contained in the weight information assigned to that vertex, which you can control with the following weight tools.
84
+
85
+ To add weights to your Sprites, you can first ensure that there are [bones](#bone-tools) overlaying the Sprites and [geometry](#geometry-tools) has been generated.
86
+
87
+ | __Tool__ | __Default Shortcut__ | __Function__ |
88
+ | ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ |
89
+ | ![Auto Weights](images/icon_GenWeights.png)<br/>__Auto Weights__ | Shift + Z | Auto-generate weights between the geometry and bones. When this tool is selected, the [Weights panel](#weights-panel) becomes available at the bottom-right of the __Skinning Editor__ that displays the available settings and the option to generate weights for |
90
+ | ![Weight Slider](images/icon_WeightSlider.png)<br/>__Weight Slider__ | Shift + X | Use the slider to adjust weights. |
91
+ | ![Weight Brush](images/icon_WeightPaint.png)<br/>__Weight Brush__ | Shift + N | Adjust weights by painting with a brush. |
92
+ | ![Bone Influence](images/icon_BoneInfluence.png)<br/>__Bone Influence__ | Shift + V | Select which bones influence a Sprite. |
93
+
94
+ ### Weights panel
95
+
96
+ ![](images/Weights_panel.png)
97
+
98
+ The weights panel appears at the lower-right of the Sprite Editor window when __Auto Weights__ is selected.
99
+
100
+ | __Property__ | __Function__ |
101
+ | ------------------------- | ------------------------------------------------------------ |
102
+ | __Associate Bones__ | Select this box to automatically associate bones to the Sprite geometry they overlay. |
103
+ | __Generate/Generate All__ | Select this button to generate weights for the currently selected Sprite, or for all Sprites if no Sprite is selected. This does not do anything if [geometry has not been generated](#geometry-tools) for the Sprites, or if no bones are associated with the Sprite geometry. |
104
+ | __Normalize__ | Normalizes the weights of the selected Sprite, or all Sprites if no specific Sprite is selected. |
105
+ | __Clear__ | Clear the weights of the selected Sprite, or of all Sprites if no specific Sprite is selected. |
106
+
107
+ ### Weight Slider
108
+
109
+ ![](images/WeightSlider.png)
110
+
111
+
112
+
113
+ | __Property__ | __Function__ |
114
+ | ------------------------------------------- | ------------------------------------------------------------ |
115
+ | __Mode__ | The current behavior of the __Weight Slider__ tool. |
116
+ | &nbsp;&nbsp;&nbsp;&nbsp;Add and Subtract | Use the slider to increase or decrease the selected bone’s (currently displayed in the __Bone__ property) influence on selected vertices. *Increasing in* |
117
+ | &nbsp;&nbsp;&nbsp;&nbsp;Grow and Shrink | Use the slider to increase or decrease the weight on vertices that are already influenced by the selected bone. |
118
+ | &nbsp;&nbsp;&nbsp;&nbsp;Smooth | Averages the weights of all vertices with their neighbors to create an even distribution of weight across all vertices. |
119
+ | __Bone__ (unavailable if __Mode > Smooth__) | Displays the currently selected bone. Use the drop-down menu to select a different bone, or select another bone |
120
+ | __Normalize__ | Select this to ensure the total normalized weight of all vertices of a selected Sprite mesh is equal to one. |
121
+ | __Amount__ | Amount of weight applied on selected vertices. |
122
+ | __Vertex Weight__ | Adjust the bone weights of selected vertices. |
123
+
124
+ ### Weight Brush
125
+
126
+ ![](images/WeightBrush.png)
127
+
128
+ | __Property__ | __Function__ |
129
+ | ---------------------------------------- | ------------------------------------------------------------ |
130
+ | __Mode__ | The current behavior mode of the weights tool. |
131
+ | &nbsp;&nbsp;&nbsp;&nbsp;Add and Subtract | Use the slider to increase or decrease the influence on vertices around the selected bone. |
132
+ | &nbsp;&nbsp;&nbsp;&nbsp;Grow and Shrink | Use the slider to increase or decrease the influence on vertices that are already affected by the selected bone. |
133
+ | &nbsp;&nbsp;&nbsp;&nbsp;Smooth | Averages the weights of vertices with their neighbors to create a smoother distribution of weights. |
134
+ | __Bone__ | The bone that the Brush is painting influence for. Select a different bone via the drop-down menu. |
135
+ | __Normalize__ | Enable to ensure the normalized weight of painted vertices will equal to 1. |
136
+ | __Size__ | Size of the weight brush cursor. |
137
+ | __Hardness__ | Amount of weight applied by the brush per brushstroke. Higher values increase the weight per brushstroke, up to the maximum of 100 where the full weight is applied at once. |
138
+ | __Step__ | Number of increments needed to apply the full weight of brush. |
139
+
140
+ ### Bone Influences panel
141
+
142
+ The __Bone Influences panel__ displays a list of bones that are currently influencing the selected Sprite Mesh.
143
+
144
+ ![](images/BoneInfluencesExample.png)
145
+
146
+ When the Skinning Editor is set to [Character mode](#editor-toolbar), the Bone Influences panel allows you to add a bone to the list which includes its influence in the deformation of the selected Sprite’s mesh, or remove a bone from the list which removes its influence instead.
147
+
148
+ To add a bone to the list, select the bone in the __Skinning Editor__ window and then select __Add (+__) at the bottom-right of the panel. To remove a bone from the list, select the bone in the list or in the editor window and then select __Remove (-)__.
149
+
150
+ #### Rearranging bone order
151
+
152
+ You can rearrange the bone order in the Bone Influences panel by selecting and the dragging the respective bone entries up or down the list.
153
+
154
+ ![](images/BoneInfluences_order.png)
155
+
156
+ The order of the bones in the Bone Influences panel determines the order of the bones on the __Sprite Skin __component. This is especially important when replacing the Sprite for deformation in the __Sprite Renderer__, such as when using [Sprite Swap](SpriteSwapIntro.md), as you can ensure the bone order remains the same between the Sprites and that the correct Transform drives the correct deformation.
157
+
158
+ ![](images/BoneInfluences_orderSpriteSkin.png)
159
+
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinningEditor.md ADDED
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1
+ # Skinning Editor
2
+
3
+ The __Skinning Editor__ is available as a module in the __Sprite Editor__ after you install the __2D Animation__ package. You can use the [available tools](SkinEdToolsShortcuts.md) in the Skinning Editor to create the [bones](SkinEdToolsShortcuts.html#bone-tools) of the animation skeleton, generate and edit the mesh [geometry](SkinEdToolsShortcuts.html#geometry-tools) of your character, and adjust the [weights](SkinEdToolsShortcuts.html#weight-tools) used to bind the bones to the Sprite meshes.
4
+
5
+ To open your imported character in the Skinning Editor:
6
+
7
+ 1. Select the character [Prefab](https://docs.unity3d.com/Manual/Prefabs.html) created after importing your character with the PSD Importer.
8
+
9
+ 2. Select the Prefab and go to its Inspector window. Select the __Sprite Editor__ button to open the Prefab in the Sprite Editor.
10
+
11
+ 3. In the Sprite Editor, open the drop-down menu at the upper left of the editor window and select the __Skinning Editor__ module.
12
+
13
+ ![](images/SelectSknEditor.png)
14
+
15
+
16
+
17
+ See the [Editor tools and shortcuts](SkinEdToolsShortcuts.md) page for more information about the different features and tools available in the Skinning Editor.
18
+
19
+ ## How to select a Sprite in the editor
20
+
21
+ To select a Sprite in the Skinning Editor window:
22
+
23
+ 1. Double-click a Sprite to select it in the editor window. An orange outline appears around the Sprite that is selected (you can change the outline color in [Tool Preferences](ToolPref.md).
24
+
25
+ 2. If the Sprite you want to select is behind other Sprites, hover over where the Sprite is, and double-click to cycle through all Sprites at the cursor location until you reach the desired Sprite.
26
+
27
+ 3. Double-click on a blank area in the editor window to deselect all Sprites.
28
+
29
+ ## How to select bone or Mesh vertices in the editor
30
+
31
+ To select a bone or mesh vertices when using the [Bone](SkinEdToolsShortcuts.html#bone-tools) and [Geometry tools](SkinEdToolsShortcuts.html#geometry-tools):
32
+
33
+ 1. Click a bone or mesh vertex to select it specifically.
34
+
35
+ 2. Draw a selection rectangle over multiple bones or vertices to select them all at once.
36
+
37
+ 3. Right click to deselect any selected bone or mesh vertices.
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteSwapIntro.md ADDED
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1
+ # Sprite Swap overview (Experimental Feature)
2
+
3
+ __Sprite Swap__ is an experimental feature that enables you to change a GameObject’s rendered Sprite within the same character Prefab. This enables you to quickly and easily create multiple characters that look different while [reusing existing bone and Mesh data](CopyPasteSkele.md). You can also use Sprite Swap to switch the displayed Sprite on each frame at run time to create [frame-by-frame animation](FFanimation.md).
4
+
5
+ The workflow for implementing Sprite Swap differs if you are using the workflow that is [integrated with 2D Animation](#sprite-swap-and-2d-animation-integration), or if you are [manually setting up](SSManual.md) the Sprite Swap components.
6
+
7
+ ## Sprite Swap Assets and components
8
+
9
+ The following Assets and components are part of the Sprite Swap process:
10
+
11
+ 1. The [Sprite Library Asset](SLAsset.md) contains the [Categories and Labels](SpriteVis.html#sprite-tab) of the Sprites.
12
+ 1. The [Sprite Library component](SLAsset.html#sprite-library-component) shows the currently referred to __Sprite Library Asset__.
13
+ 1. The [Sprite Resolver component](SLAsset.html#sprite-resolver-component) is used to request a Sprite registered to the __Sprite Library Asset__ by referring to the __Category__ and __Label__ value of the desired Sprite.
14
+
15
+ ## How Unity generates Sprite Swap Assets and components
16
+
17
+ Unity generates the various [Sprite Swap](SpriteSwapIntro.md) components in the following steps:
18
+
19
+ 1. When you import a .psb file with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html), Unity generates a Prefab containing a Sprite for each Layer in the source file.
20
+
21
+ 2. If you create any [Categories or Labels](SpriteVis.html#sprite-tab) while editing the character Prefab, Unity automatically generates a [Sprite Library Asset](SLAsset.md) as a sub-Asset of the Prefab.
22
+
23
+ 3. When the Prefab is brought into the Scene view, Unity generates a GameObject for each Sprite in the Prefab that does _not_ belong to a [Category](SpriteVis.html#sprite-tab). However if the Sprite is the first [Label](SpriteVis.html#sprite-tab) in a __Category__, then Unity will generate a GameObject for the Sprite as well.
24
+
25
+ 4. If the Prefab has a __Sprite Library Asset__ sub-Asset, then Unity attaches the [Sprite Library component](SLAsset.html#sprite-library-component) to the root GameObject which is set to reference the __Sprite Library Asset__ created in step 1 by default.
26
+
27
+ 5. Unity attaches the [Sprite Resolver component](SLAsset.html#sprite-resolver-component) to all __Sprite__ GameObjects that belong to a Category.
28
+
29
+ Refer to the respective component pages for more information on their functions and properties.
30
+
31
+ ## Sprite Swap and 2D Animation integration
32
+
33
+ __Sprite Swap__ is integrated with the 2D Animation workflow. You must install the following packages or newer to use the Sprite Swap feature:
34
+
35
+ - [2D Animation version 2.2.0-preview.1](https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html)
36
+ - [PSDImporter version 1.2.0-preview.1](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html)
37
+
38
+ ## Skeletal animation limitations
39
+
40
+ To ensure Sprite Swap works correctly with skeletal animation, the skeleton must be identical between the Sprites being swapped. Use the [Copy and Paste](CopyPasteSkele.md) tools to duplicate the skeleton rig from one Sprite to the other Sprite(s) to ensure they can be swapped smoothly.
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteVis.md ADDED
@@ -0,0 +1,63 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Sprite Visibility panel
2
+
3
+ Toggle the __Sprite Visibility__ panel by selecting the __Visibility tool__ button along the top right of the editor window:
4
+
5
+ ![](images/Highlighted_Visibility_icon.png)
6
+
7
+ The panel appears on the right-side of the editor window. It has two sliders at the top that control the visibility of the ![](images/bone_icon.png)bones and ![](images/mesh_icon.png)Sprite meshes within the editor window. Move either slider further to the left to decrease the visibility of the bones or meshes respectively, and to the right to increase their visibility.
8
+
9
+ ![](images/image_3.png)
10
+
11
+ The panel has two main tabs - __Bone__ and __Sprite__. The Bone tab displays the [Bone hierarchy](#bone-tab-and-hierarchy-tree) of the character Prefab, and the Sprite tab displays the names of the Sprites, their grouping hierarchy, and __Category__ and __Label__ information.
12
+
13
+ ## Bone tab and hierarchy tree
14
+
15
+ ![](images/bone_tree.PNG)<br/>The Bone tab selected.
16
+
17
+ Select the __Bone__ tab to view the list of bones in the character Prefab. The list reflects the hierarchy of bones you created with the [Bone tools](SkinEdToolsShortcuts.html#bone-tools). You can reparent and reorder bones directly from the bone tab by dragging selected bones up and down the list. Toggle the visibility of each bone by selecting the ![](images/visibility_icon.png) icon next to it.
18
+
19
+ | Property | Function |
20
+ | ------------------------------- | ------------------------------------------------------------ |
21
+ | ![](images/visibility_icon.png) | Toggle the visibility of each bone by selecting this icon next to the bone. |
22
+ | __Bone__ | The name of the Bone. |
23
+ | __Depth__ | The render order of bones that are influencing the same Sprite Mesh. The parts of the Mesh that is influenced by a bone with higher bone Depth value will overlay the parts influenced by bones with lower Depth value. <br/>A bone’s Depth value is 0 by default. To set a bone’s Depth value, select one of the available [Bone tools](SkinEdToolsShortcuts.html#bone-tools) and then select one of the bones. Find the [Bone panel](SkinEdToolsShortcuts.html#bone-panel) at the bottom right of the window, and enter the desired value to its __Depth__ property box. |
24
+
25
+ ## Sprite tab
26
+
27
+ Select the __Sprite tab__ to see the list of Sprites that make up the character Prefab in the Skinning editor window. The names and order of the Sprites mirror their names, layer and grouping order in the original source file.
28
+
29
+ ![](images/SpriteTab_order.png)
30
+
31
+ The Sprite tab has two additional columns for the __Category__ and __Label__ of each Sprite in the character Prefab. A __Category__ contains a selection of Sprites that are differentiated by their __Labels__, and this information is contained in the [Sprite Library Asset](SLAsset.md) that is a sub-Asset of the character Prefab. Changing the Category and Labels of Sprites allows you to [Sprite Swap](SLASwap.md), which allows you to create [frame-by-frame animations](FFanimation.md) and [other uses](Examples.md).
32
+
33
+ ## How to create a Category
34
+
35
+ 1. Go to the row of the Sprite, open the drop-down menu on the Category column and select __New__.
36
+
37
+ ![](images/image_4.png)
38
+
39
+
40
+
41
+ 2. Enter a name for the Category. This name must be unique among other Categories within the same Library Asset.
42
+
43
+ 3. When you enter a Category name, Unity automatically assigns that Sprite a Label based on the Sprite’s name, which you can edit. Labels belonging to the same Category must have unique names.
44
+
45
+ 4. To assign the Sprite to an existing Category, open the drop-down menu on the Category column along its roll, and select from the list of existing Categories.
46
+
47
+ ![](images/image_5.png)
48
+
49
+
50
+
51
+ ## Context menu options
52
+
53
+ There are context menu options available from the Visibility panel to create Categories and Labels based on the imported groups and layer names of the Sprites. Open the context menu by right-clicking the row of the Sprite or Group you want to convert to a Category.
54
+
55
+ ![](images/image_6.png)
56
+
57
+
58
+
59
+ | Option | Function |
60
+ | ----------------------------- | ------------------------------------------------------------ |
61
+ | __Convert Group to Category__ | This option is only available if the selected row is a Group that contains multiple Sprites. Select this option to assign all Sprites in the group to a new Category. Unity automatically names the new Category with the root Group name. |
62
+ | __Convert Layer to Category__ | Select this option to assign the Sprite to a Category based on the Sprite’s name. Unity also uses the Sprite's name as the Label name. |
63
+ | __Clear All Category__ | Select this to remove all selected Sprites from their currently assigned Categories. |
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/TableOfContents.md ADDED
@@ -0,0 +1,17 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ * [Introduction to 2D Animation](index.md)
2
+ * [Preparing and importing artwork](PreparingArtwork.md)
3
+ * [Skinning Editor](SkinningEditor.md)
4
+ * [Tool Preferences](ToolPref.md)
5
+ * [Editor tools and shortcuts](SkinEdToolsShortcuts.md)
6
+ * [Sprite Visiblity panel](SpriteVis.md)
7
+ * [Character skinning and weighting workflow](CharacterRig.md)
8
+ * [Animating your character](CopyPasteSkele.md)
9
+ * [2D Inverse Kinematics](2DIK.md)
10
+
11
+ * [Sprite Swap workflow - Experimental Feature](SpriteSwapIntro.md)
12
+ * [Sprite Library Asset and other components](SLAsset.md)
13
+ * [Sprite Swap manual setup](SSManual.md)
14
+ * [Usage examples](Examples.md)
15
+ * [Frame-by-frame animation](FFanimation.md)
16
+ * [Changing parts of a character](CharacterParts.md)
17
+ * [Swapping Sprite Library Assets](SLASwap.md)
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/ToolPref.md ADDED
@@ -0,0 +1,17 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ## Tool Preferences
2
+
3
+ Adjust the appearance of the 2D Animation tools in the Skinning Editor by going to its Preferences menu: __Edit__ > __Preferences__ > __2D__ > __Animation__.
4
+
5
+ ![](images/2DAnimationV2_ToolPreferences.png)<br/>Tool Preferences
6
+
7
+ | Setting | Function |
8
+ | -------------------------- | ------------------------------------------------------------ |
9
+ | __Hide Tool Text__ | Enable this option to hide the tool text to have a compact view. |
10
+ | __Selected Outline Color__ | Customize the outline color of selected Sprite and bone. |
11
+ | __Sprite Outline Size__ | Use the slider to adjust the outline thickness of a selected Sprite. |
12
+ | __Bone Outline Size__ | Use the slider to adjust the outline thickness of a selected bone. |
13
+
14
+ Enable __Hide Tool Text__ to have only the tool icons visible in the [Skinning Editor](SkinningEditor.md) window.
15
+
16
+ ![](images/2DAnimationV2_compacted.png)
17
+
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/index.md ADDED
@@ -0,0 +1,33 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Introduction to 2D Animation
2
+
3
+ This documentation contains information on how to quickly rig and animate a 2D character in Unity with the 2D Animation package and tools. The following package versions are only supported for the following Unity versions:
4
+
5
+ * __2D Animation package version 5.x.x__ - Unity 2020.2 or later
6
+
7
+ * __2D Animation package version 4.x.x__ - Unity 2020.1
8
+
9
+ * __2D Animation package version 3.x.x__ - Unity 2019.3
10
+
11
+ ## 2D Animation and PSD Importer integration
12
+
13
+ You can use the __2D Animation package__ with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) package to easily import your character artwork from Photoshop into Unity for animation. The __PSD Importer__ is an Asset importer that supports the import of Adobe Photoshop .psb files into Unity and generating a Prefab made of Sprites based on the source file and its layers (see Adobe’s documentation on [Layer basics](https://helpx.adobe.com/photoshop/using/layer-basics.html)).
14
+
15
+ The [.psb](https://helpx.adobe.com/photoshop/using/file-formats.html#large_document_format_psb)[ file format](https://helpx.adobe.com/photoshop/using/file-formats.html#large_document_format_psb) has identical functions as the more common Adobe .psd format, with additional support for much larger image sizes. See the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html) package documentation for more information about the importer’s features.
16
+
17
+ ## Adobe Photoshop PSB format
18
+
19
+ For character animation with the __2D Animation package__, the __PSD Importer__ package is required. The PSD Importer package currently only imports the __Adobe Photoshop .psb format__, and does not import the Adobe .psd format. The .psb format has identical functions as .psd, and is able to support larger image sizes.
20
+
21
+ ## Optional Performance Boost
22
+
23
+ You can improve the performance of the animated Sprite’s deformation at runtime by installing the [Burst](https://docs.unity3d.com/Packages/com.unity.burst@latest) and [Collections](https://docs.unity3d.com/Packages/com.unity.collections@latest) package from the [Package Manager](https://docs.unity3d.com/Manual/upm-ui.html). This allows the 2D Animation package to use Burst compilation to speed up Unity’s processing of Sprite mesh deformation.
24
+
25
+ ![](images/SpriteSkin_inspect_exp.png)
26
+
27
+ With both packages installed, the Experimental __Enable batching__ setting becomes available in the [Sprite Skin component](#sprite-skin-component). As the implementation of the performance boost might contain bugs, you may switch back to the previous implementation by clearing the __Enable batching__ option.
28
+
29
+ The package has been tested with [Burst](https://docs.unity3d.com/Packages/com.unity.burst@latest) version 1.3.3 and [Collections](https://docs.unity3d.com/Packages/com.unity.collections@latest) version 0.9.0-preview.6.
30
+
31
+ ## Sprite Skin component
32
+
33
+ When the character Prefab is brought into the Scene view, Unity automatically adds the __Sprite Skin__ component to any Sprite that have any [bone influences](SkinEdToolsShortcuts.md#bone-influences). This component is required for the bones deform the Sprite Meshes in the Scene view.
benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Analytics.cs ADDED
@@ -0,0 +1,605 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #define WRITE_TO_JSON
2
+ using System;
3
+ using System.Collections.Generic;
4
+ using System.IO;
5
+ using System.Linq;
6
+ using UnityEngine.Analytics;
7
+ using UnityEngine;
8
+
9
+ namespace UnityEditor.U2D.Animation
10
+ {
11
+ [Serializable]
12
+ enum AnimationToolType
13
+ {
14
+ UnknownTool = 0,
15
+ Visibilility = 6,
16
+ PreviewPose = 7,
17
+ EditPose = 8,
18
+ CreateBone = 9,
19
+ SplitBone = 10,
20
+ ReparentBone = 11,
21
+ EditGeometry = 12,
22
+ CreateVertex = 13,
23
+ CreateEdge = 14,
24
+ SplitEdge = 15,
25
+ GenerateGeometry = 16,
26
+ WeightSlider = 17,
27
+ WeightBrush = 18,
28
+ BoneInfluence = 19,
29
+ GenerateWeights = 20
30
+ }
31
+
32
+ [Serializable]
33
+ enum AnimationEventType
34
+ {
35
+ Truncated = -1,
36
+ SelectedSpriteChanged = 0,
37
+ SkeletonPreviewPoseChanged = 1,
38
+ SkeletonBindPoseChanged = 2,
39
+ SkeletonTopologyChanged = 3,
40
+ MeshChanged = 4,
41
+ MeshPreviewChanged = 5,
42
+ SkinningModuleModeChanged = 6,
43
+ BoneSelectionChanged = 7,
44
+ BoneNameChanged = 8,
45
+ CharacterPartChanged = 9,
46
+ ToolChanged = 10,
47
+ RestoreBindPose = 11,
48
+ Copy = 12,
49
+ Paste = 13,
50
+ BoneDepthChanged = 14,
51
+ Shortcut = 15,
52
+ Visibility = 16
53
+ }
54
+
55
+ [Serializable]
56
+ struct AnimationEvent
57
+ {
58
+ [SerializeField]
59
+ public AnimationEventType sub_type;
60
+ [SerializeField]
61
+ public int repeated_event;
62
+ [SerializeField]
63
+ public string data;
64
+ }
65
+
66
+ [Serializable]
67
+ struct AnimationToolUsageEvent
68
+ {
69
+ [SerializeField]
70
+ public int instance_id;
71
+ [SerializeField]
72
+ public AnimationToolType animation_tool;
73
+ [SerializeField]
74
+ public bool character_mode;
75
+ [SerializeField]
76
+ public int time_start_s;
77
+ [SerializeField]
78
+ public int time_end_s;
79
+ [SerializeField]
80
+ public List<AnimationEvent> animation_events;
81
+ }
82
+
83
+ [Serializable]
84
+ struct AnimationToolApplyEvent
85
+ {
86
+ [SerializeField]
87
+ public bool character_mode;
88
+ [SerializeField]
89
+ public int instance_id;
90
+ [SerializeField]
91
+ public int sprite_count;
92
+ [SerializeField]
93
+ public int[] bone_sprite_count;
94
+ [SerializeField]
95
+ public int[] bone_count;
96
+ [SerializeField]
97
+ public int[] bone_depth;
98
+ [SerializeField]
99
+ public int[] bone_chain_count;
100
+ [SerializeField]
101
+ public int bone_root_count;
102
+ }
103
+
104
+ internal interface IAnimationAnalyticsModel
105
+ {
106
+ bool hasCharacter { get; }
107
+ SkinningMode mode { get; }
108
+ ITool selectedTool { get; }
109
+ ITool GetTool(Tools tool);
110
+ int selectedBoneCount { get; }
111
+ int applicationElapseTime { get; }
112
+ }
113
+
114
+ internal class SkinningModuleAnalyticsModel : IAnimationAnalyticsModel
115
+ {
116
+ public SkinningCache skinningCache { get; private set; }
117
+ public bool hasCharacter { get { return skinningCache.hasCharacter; } }
118
+ public SkinningMode mode { get { return skinningCache.mode; } }
119
+ public ITool selectedTool { get { return skinningCache.selectedTool; } }
120
+
121
+ public SkinningModuleAnalyticsModel(SkinningCache s)
122
+ {
123
+ skinningCache = s;
124
+ }
125
+
126
+ public ITool GetTool(Tools tool)
127
+ {
128
+ return skinningCache.GetTool(tool);
129
+ }
130
+
131
+ public int selectedBoneCount { get { return skinningCache.skeletonSelection.Count; } }
132
+
133
+ public int applicationElapseTime { get { return (int)EditorApplication.timeSinceStartup; } }
134
+ }
135
+
136
+ [Serializable]
137
+ internal class AnimationAnalytics
138
+ {
139
+ const int k_AnimationEventElementCount = 3;
140
+ const int k_AnimationToolUsageEventElementCount = 6;
141
+ IAnalyticsStorage m_AnalyticsStorage;
142
+ SkinningEvents m_EventBus;
143
+ IAnimationAnalyticsModel m_Model;
144
+
145
+ AnimationToolUsageEvent? m_CurrentEvent;
146
+ int m_InstanceId;
147
+
148
+ public AnimationAnalytics(IAnalyticsStorage analyticsStorage, SkinningEvents eventBus, IAnimationAnalyticsModel model, int instanceId)
149
+ {
150
+ m_Model = model;
151
+ m_AnalyticsStorage = analyticsStorage;
152
+ m_InstanceId = instanceId;
153
+ m_EventBus = eventBus;
154
+ m_EventBus.selectedSpriteChanged.AddListener(OnSelectedSpriteChanged);
155
+ m_EventBus.skeletonPreviewPoseChanged.AddListener(OnSkeletonPreviewPoseChanged);
156
+ m_EventBus.skeletonBindPoseChanged.AddListener(OnSkeletonBindPoseChanged);
157
+ m_EventBus.skeletonTopologyChanged.AddListener(OnSkeletonTopologyChanged);
158
+ m_EventBus.meshChanged.AddListener(OnMeshChanged);
159
+ m_EventBus.meshPreviewChanged.AddListener(OnMeshPreviewChanged);
160
+ m_EventBus.skinningModeChanged.AddListener(OnSkinningModuleModeChanged);
161
+ m_EventBus.boneSelectionChanged.AddListener(OnBoneSelectionChanged);
162
+ m_EventBus.boneNameChanged.AddListener(OnBoneNameChanged);
163
+ m_EventBus.boneDepthChanged.AddListener(OnBoneDepthChanged);
164
+ m_EventBus.characterPartChanged.AddListener(OnCharacterPartChanged);
165
+ m_EventBus.toolChanged.AddListener(OnToolChanged);
166
+ m_EventBus.restoreBindPose.AddListener(OnRestoreBindPose);
167
+ m_EventBus.copy.AddListener(OnCopy);
168
+ m_EventBus.paste.AddListener(OnPaste);
169
+ m_EventBus.shortcut.AddListener(OnShortcut);
170
+ m_EventBus.boneVisibility.AddListener(OnBoneVisibility);
171
+
172
+ OnToolChanged(model.selectedTool);
173
+ }
174
+
175
+ public void Dispose()
176
+ {
177
+ m_EventBus.selectedSpriteChanged.RemoveListener(OnSelectedSpriteChanged);
178
+ m_EventBus.skeletonPreviewPoseChanged.RemoveListener(OnSkeletonPreviewPoseChanged);
179
+ m_EventBus.skeletonBindPoseChanged.RemoveListener(OnSkeletonBindPoseChanged);
180
+ m_EventBus.skeletonTopologyChanged.RemoveListener(OnSkeletonTopologyChanged);
181
+ m_EventBus.meshChanged.RemoveListener(OnMeshChanged);
182
+ m_EventBus.meshPreviewChanged.RemoveListener(OnMeshPreviewChanged);
183
+ m_EventBus.skinningModeChanged.RemoveListener(OnSkinningModuleModeChanged);
184
+ m_EventBus.boneSelectionChanged.RemoveListener(OnBoneSelectionChanged);
185
+ m_EventBus.boneNameChanged.RemoveListener(OnBoneNameChanged);
186
+ m_EventBus.boneDepthChanged.AddListener(OnBoneDepthChanged);
187
+ m_EventBus.characterPartChanged.RemoveListener(OnCharacterPartChanged);
188
+ m_EventBus.toolChanged.RemoveListener(OnToolChanged);
189
+ m_EventBus.copy.RemoveListener(OnCopy);
190
+ m_EventBus.paste.RemoveListener(OnPaste);
191
+ m_EventBus.shortcut.RemoveListener(OnShortcut);
192
+ m_EventBus.boneVisibility.RemoveListener(OnBoneVisibility);
193
+ m_AnalyticsStorage.Dispose();
194
+ }
195
+
196
+ void OnBoneVisibility(string s)
197
+ {
198
+ SetAnimationEvent(new AnimationEvent()
199
+ {
200
+ sub_type = AnimationEventType.Visibility,
201
+ data = s
202
+ });
203
+ }
204
+
205
+ void OnShortcut(string s)
206
+ {
207
+ SetAnimationEvent(new AnimationEvent()
208
+ {
209
+ sub_type = AnimationEventType.Shortcut,
210
+ data = s
211
+ });
212
+ }
213
+
214
+ void OnCopy()
215
+ {
216
+ SetAnimationEvent(new AnimationEvent()
217
+ {
218
+ sub_type = AnimationEventType.Copy,
219
+ data = ""
220
+ });
221
+ }
222
+
223
+ void OnPaste(bool bone , bool mesh , bool flipX , bool flipY)
224
+ {
225
+ SetAnimationEvent(new AnimationEvent()
226
+ {
227
+ sub_type = AnimationEventType.Paste,
228
+ data = string.Format("b:{0} m:{1} x:{2} y:{3}", bone, mesh, flipX, flipY)
229
+ });
230
+ }
231
+
232
+ void OnSelectedSpriteChanged(SpriteCache sprite)
233
+ {
234
+ SetAnimationEvent(new AnimationEvent()
235
+ {
236
+ sub_type = AnimationEventType.SelectedSpriteChanged,
237
+ data = sprite == null ? "false" : "true"
238
+ });
239
+ }
240
+
241
+ void OnSkeletonPreviewPoseChanged(SkeletonCache skeleton)
242
+ {
243
+ SetAnimationEvent(new AnimationEvent()
244
+ {
245
+ sub_type = AnimationEventType.SkeletonPreviewPoseChanged,
246
+ data = ""
247
+ });
248
+ }
249
+
250
+ void OnSkeletonBindPoseChanged(SkeletonCache skeleton)
251
+ {
252
+ SetAnimationEvent(new AnimationEvent()
253
+ {
254
+ sub_type = AnimationEventType.SkeletonBindPoseChanged,
255
+ data = ""
256
+ });
257
+ }
258
+
259
+ void OnSkeletonTopologyChanged(SkeletonCache skeleton)
260
+ {
261
+ SetAnimationEvent(new AnimationEvent()
262
+ {
263
+ sub_type = AnimationEventType.SkeletonTopologyChanged,
264
+ data = ""
265
+ });
266
+ }
267
+
268
+ void OnMeshChanged(MeshCache mesh)
269
+ {
270
+ SetAnimationEvent(new AnimationEvent()
271
+ {
272
+ sub_type = AnimationEventType.MeshChanged,
273
+ data = ""
274
+ });
275
+ }
276
+
277
+ void OnMeshPreviewChanged(MeshPreviewCache mesh)
278
+ {
279
+ }
280
+
281
+ void OnSkinningModuleModeChanged(SkinningMode mode)
282
+ {
283
+ SetAnimationEvent(new AnimationEvent()
284
+ {
285
+ sub_type = AnimationEventType.SkinningModuleModeChanged,
286
+ data = mode.ToString()
287
+ });
288
+ }
289
+
290
+ void OnBoneSelectionChanged()
291
+ {
292
+ SetAnimationEvent(new AnimationEvent()
293
+ {
294
+ sub_type = AnimationEventType.BoneSelectionChanged,
295
+ data = m_Model.selectedBoneCount.ToString()
296
+ });
297
+ }
298
+
299
+ void OnBoneNameChanged(BoneCache bone)
300
+ {
301
+ SetAnimationEvent(new AnimationEvent()
302
+ {
303
+ sub_type = AnimationEventType.BoneNameChanged,
304
+ data = ""
305
+ });
306
+ }
307
+
308
+ void OnBoneDepthChanged(BoneCache bone)
309
+ {
310
+ SetAnimationEvent(new AnimationEvent()
311
+ {
312
+ sub_type = AnimationEventType.BoneDepthChanged,
313
+ data = ""
314
+ });
315
+ }
316
+
317
+ void OnCharacterPartChanged(CharacterPartCache part)
318
+ {
319
+ SetAnimationEvent(new AnimationEvent()
320
+ {
321
+ sub_type = AnimationEventType.CharacterPartChanged,
322
+ data = ""
323
+ });
324
+ }
325
+
326
+ void OnToolChanged(ITool tool)
327
+ {
328
+ if (tool == m_Model.GetTool(Tools.ReparentBone))
329
+ StartNewEvent(AnimationToolType.ReparentBone, m_Model.applicationElapseTime);
330
+ else if (tool == m_Model.GetTool(Tools.CreateBone))
331
+ StartNewEvent(AnimationToolType.CreateBone, m_Model.applicationElapseTime);
332
+ else if (tool == m_Model.GetTool(Tools.EditJoints))
333
+ StartNewEvent(AnimationToolType.EditPose, m_Model.applicationElapseTime);
334
+ else if (tool == m_Model.GetTool(Tools.EditPose))
335
+ StartNewEvent(AnimationToolType.PreviewPose, m_Model.applicationElapseTime);
336
+ else if (tool == m_Model.GetTool(Tools.SplitBone))
337
+ StartNewEvent(AnimationToolType.SplitBone, m_Model.applicationElapseTime);
338
+ else if (tool == m_Model.GetTool(Tools.CreateEdge))
339
+ StartNewEvent(AnimationToolType.CreateEdge, m_Model.applicationElapseTime);
340
+ else if (tool == m_Model.GetTool(Tools.CreateVertex))
341
+ StartNewEvent(AnimationToolType.CreateVertex, m_Model.applicationElapseTime);
342
+ else if (tool == m_Model.GetTool(Tools.EditGeometry))
343
+ StartNewEvent(AnimationToolType.EditGeometry, m_Model.applicationElapseTime);
344
+ else if (tool == m_Model.GetTool(Tools.GenerateGeometry))
345
+ StartNewEvent(AnimationToolType.GenerateGeometry, m_Model.applicationElapseTime);
346
+ else if (tool == m_Model.GetTool(Tools.SplitEdge))
347
+ StartNewEvent(AnimationToolType.SplitEdge, m_Model.applicationElapseTime);
348
+ else if (tool == m_Model.GetTool(Tools.Visibility))
349
+ StartNewEvent(AnimationToolType.Visibilility, m_Model.applicationElapseTime);
350
+ else if (tool == m_Model.GetTool(Tools.BoneInfluence))
351
+ StartNewEvent(AnimationToolType.BoneInfluence, m_Model.applicationElapseTime);
352
+ else if (tool == m_Model.GetTool(Tools.GenerateWeights))
353
+ StartNewEvent(AnimationToolType.GenerateWeights, m_Model.applicationElapseTime);
354
+ else if (tool == m_Model.GetTool(Tools.WeightBrush))
355
+ StartNewEvent(AnimationToolType.WeightBrush, m_Model.applicationElapseTime);
356
+ else if (tool == m_Model.GetTool(Tools.WeightSlider))
357
+ StartNewEvent(AnimationToolType.WeightSlider, m_Model.applicationElapseTime);
358
+ else
359
+ StartNewEvent(AnimationToolType.UnknownTool, m_Model.applicationElapseTime);
360
+ }
361
+
362
+ void OnRestoreBindPose()
363
+ {
364
+ SetAnimationEvent(new AnimationEvent()
365
+ {
366
+ sub_type = AnimationEventType.RestoreBindPose,
367
+ data = ""
368
+ });
369
+ }
370
+
371
+ void SetAnimationEvent(AnimationEvent evt)
372
+ {
373
+ if (m_CurrentEvent != null)
374
+ {
375
+ var toolEvent = m_CurrentEvent.Value;
376
+ var eventCount = toolEvent.animation_events.Count;
377
+ if (eventCount > 0 && toolEvent.animation_events[eventCount - 1].sub_type == evt.sub_type && toolEvent.animation_events[eventCount - 1].data == evt.data)
378
+ {
379
+ var e = toolEvent.animation_events[eventCount - 1];
380
+ e.repeated_event += 1;
381
+ toolEvent.animation_events[eventCount - 1] = e;
382
+ }
383
+ else
384
+ {
385
+ var elementCountPlus = k_AnimationToolUsageEventElementCount + (eventCount + 1 * k_AnimationEventElementCount);
386
+ if (elementCountPlus >= AnalyticConstant.k_MaxNumberOfElements)
387
+ {
388
+ // We reached the max number of events. Change the last one to truncated
389
+ var e = toolEvent.animation_events[eventCount - 1];
390
+ if (e.sub_type != AnimationEventType.Truncated)
391
+ {
392
+ e.sub_type = AnimationEventType.Truncated;
393
+ e.repeated_event = 0;
394
+ }
395
+ e.repeated_event += 1;
396
+ toolEvent.animation_events[eventCount - 1] = e;
397
+ }
398
+ else
399
+ toolEvent.animation_events.Add(evt);
400
+ }
401
+ m_CurrentEvent = toolEvent;
402
+ }
403
+ }
404
+
405
+ void StartNewEvent(AnimationToolType animationType, int tick)
406
+ {
407
+ SendLastEvent(tick);
408
+ m_CurrentEvent = new AnimationToolUsageEvent()
409
+ {
410
+ instance_id = m_InstanceId,
411
+ character_mode = m_Model.mode == SkinningMode.Character,
412
+ animation_tool = animationType,
413
+ time_start_s = tick,
414
+ animation_events = new List<AnimationEvent>()
415
+ };
416
+ }
417
+
418
+ void SendLastEvent(AnimationToolUsageEvent evt, int tick)
419
+ {
420
+ evt.time_end_s = tick;
421
+ m_AnalyticsStorage.SendUsageEvent(evt);
422
+ }
423
+
424
+ void SendLastEvent(int tick)
425
+ {
426
+ if (m_CurrentEvent != null)
427
+ {
428
+ SendLastEvent(m_CurrentEvent.Value, tick);
429
+ }
430
+ m_CurrentEvent = null;
431
+ }
432
+
433
+ public void FlushEvent()
434
+ {
435
+ SendLastEvent(m_Model.applicationElapseTime);
436
+ }
437
+
438
+ public void SendApplyEvent(int spriteCount, int[] spriteBoneCount, BoneCache[] bones)
439
+ {
440
+ int[] chainBoneCount = null;
441
+ int[] maxDepth = null;
442
+ int[] boneCount = null;
443
+ int boneRootCount = 0;
444
+ GetChainBoneStatistic(bones, out chainBoneCount, out maxDepth, out boneRootCount, out boneCount);
445
+ var applyEvent = new AnimationToolApplyEvent()
446
+ {
447
+ instance_id = m_InstanceId,
448
+ character_mode = m_Model.hasCharacter,
449
+ sprite_count = spriteCount,
450
+ bone_sprite_count = spriteBoneCount,
451
+ bone_depth = maxDepth,
452
+ bone_chain_count = chainBoneCount,
453
+ bone_root_count = boneRootCount,
454
+ bone_count = boneCount
455
+ };
456
+ m_AnalyticsStorage.SendApplyEvent(applyEvent);
457
+ }
458
+
459
+ static void GetChainBoneStatistic(BoneCache[] bones, out int[] chainBoneCount, out int[] maxDepth, out int boneRootCount, out int[] boneCount)
460
+ {
461
+ List<int> chainCountList = new List<int>();
462
+ List<int> boneDepthList = new List<int>();
463
+ List<int> countList = new List<int>();
464
+ boneRootCount = 0;
465
+ foreach (var b in bones)
466
+ {
467
+ if (b.parentBone == null)
468
+ {
469
+ ++boneRootCount;
470
+ var chain = 0;
471
+ var chainDepth = 0;
472
+ var tempBone = b;
473
+ var count = 1;
474
+ while (tempBone != null)
475
+ {
476
+ ++chainDepth;
477
+ tempBone = tempBone.chainedChild;
478
+ }
479
+
480
+ foreach (var b1 in bones)
481
+ {
482
+ // if this bone is part of this root
483
+ var parentBone = b1.parentBone;
484
+ while (parentBone != null)
485
+ {
486
+ if (parentBone == b)
487
+ {
488
+ ++count;
489
+ // the bone has a parent and the parent bone's chainedChild is not us, means we are a new chain
490
+ if (b1.parentBone != null && b1.parentBone.chainedChild != b1)
491
+ {
492
+ ++chain;
493
+ var chainDepth1 = 0;
494
+ tempBone = b1;
495
+ while (tempBone != null)
496
+ {
497
+ ++chainDepth1;
498
+ tempBone = tempBone.chainedChild;
499
+ }
500
+
501
+ chainDepth = chainDepth1 > chainDepth ? chainDepth1 : chainDepth;
502
+ }
503
+ break;
504
+ }
505
+ parentBone = parentBone.parentBone;
506
+ }
507
+ }
508
+ chainCountList.Add(chain);
509
+ boneDepthList.Add(chainDepth);
510
+ countList.Add(count);
511
+ }
512
+ }
513
+ chainBoneCount = chainCountList.ToArray();
514
+ maxDepth = boneDepthList.ToArray();
515
+ boneCount = countList.ToArray();
516
+ }
517
+ }
518
+
519
+ internal interface IAnalyticsStorage
520
+ {
521
+ AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt);
522
+ AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt);
523
+ void Dispose();
524
+ }
525
+
526
+ internal static class AnalyticConstant
527
+ {
528
+ public const int k_MaxEventsPerHour = 1000;
529
+ public const int k_MaxNumberOfElements = 1000;
530
+ }
531
+
532
+ internal class AnalyticsJsonStorage : IAnalyticsStorage
533
+ {
534
+ [Serializable]
535
+ struct AnimationToolEvents
536
+ {
537
+ [SerializeField]
538
+ public List<AnimationToolUsageEvent> events;
539
+ [SerializeField]
540
+ public AnimationToolApplyEvent applyEvent;
541
+ }
542
+
543
+ AnimationToolEvents m_TotalEvents = new AnimationToolEvents()
544
+ {
545
+ events = new List<AnimationToolUsageEvent>(),
546
+ applyEvent = new AnimationToolApplyEvent()
547
+ };
548
+
549
+ public AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt)
550
+ {
551
+ m_TotalEvents.events.Add(evt);
552
+ return AnalyticsResult.Ok;
553
+ }
554
+
555
+ public AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt)
556
+ {
557
+ m_TotalEvents.applyEvent = evt;
558
+ return AnalyticsResult.Ok;
559
+ }
560
+
561
+ public void Dispose()
562
+ {
563
+ try
564
+ {
565
+ string file = string.Format("analytics_{0}.json", System.DateTime.Now.ToString("yyyy-dd-M--HH-mm-ss"));
566
+ if (System.IO.File.Exists(file))
567
+ System.IO.File.Delete(file);
568
+ System.IO.File.WriteAllText(file, JsonUtility.ToJson(m_TotalEvents, true));
569
+ }
570
+ catch (Exception ex)
571
+ {
572
+ Debug.Log(ex);
573
+ }
574
+ finally
575
+ {
576
+ m_TotalEvents.events.Clear();
577
+ }
578
+ }
579
+ }
580
+
581
+ [InitializeOnLoad]
582
+ internal class UnityAnalyticsStorage : IAnalyticsStorage
583
+ {
584
+ const string k_VendorKey = "unity.2d.animation";
585
+ const int k_Version = 1;
586
+
587
+ static UnityAnalyticsStorage()
588
+ {
589
+ EditorAnalytics.RegisterEventWithLimit("u2dAnimationToolUsage", AnalyticConstant.k_MaxEventsPerHour, AnalyticConstant.k_MaxNumberOfElements, k_VendorKey, k_Version);
590
+ EditorAnalytics.RegisterEventWithLimit("u2dAnimationToolApply", AnalyticConstant.k_MaxEventsPerHour, AnalyticConstant.k_MaxNumberOfElements, k_VendorKey, k_Version);
591
+ }
592
+
593
+ public AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt)
594
+ {
595
+ return EditorAnalytics.SendEventWithLimit("u2dAnimationToolUsage", evt, k_Version);
596
+ }
597
+
598
+ public AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt)
599
+ {
600
+ return EditorAnalytics.SendEventWithLimit("u2dAnimationToolApply", evt, k_Version);
601
+ }
602
+
603
+ public void Dispose() {}
604
+ }
605
+ }
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