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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: + +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. + +2. Select your character Prefab and drag it into the Scene view. + +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. + + ![](images/2DAnim_SpriteSwap_property.png) + + + +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. + +## Change the Keyframe Tangent + +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__. + +![](images/SpriteResolverCheck.png) + +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. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/PreparingArtwork.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/PreparingArtwork.md new file mode 100644 index 0000000000000000000000000000000000000000..5b2f3711ca1b74e4a50dfe8617afe31bb2441cf0 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/PreparingArtwork.md @@ -0,0 +1,28 @@ +# Preparing and importing artwork + +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). + +![](images/2DAnimationV2_PSDLayers.png)
Example 1: Layered character artwork in Adobe Photoshop. + +![](images/2DAnimationV2_Mosaic_Prefab.png)
Example 2: The different parts/Layers of the character arranged into a Sprite Sheet. + +## Photoshop file and PSD Importer settings + +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. + +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. +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. +3. Select the generated character Prefab and go to its Inspector window. In the Inspector window, ensure the following settings are set: + * Set Texture Type to __Sprite(2D and UI)__. + + * Set Sprite Mode to __Multiple__. + + * Check the __Mosaic__ checkbox. + + * Check the __Character Rig__ checkbox. + + * Check the __Use Layer Grouping__ checkbox if you want to preserve any Layer Groups in the source .psb file. + + ![](images/ImporterWindow.png)
Importer window settings + +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. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLASwap.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLASwap.md new file mode 100644 index 0000000000000000000000000000000000000000..70fb5d7b8e126a5f012813a1b5c4ff9713d5e45b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLASwap.md @@ -0,0 +1,29 @@ +# Swapping Sprite Library Assets + +If swapping each Sprite individually takes too much effort, you can instead swap the entire __Sprite Library Asset__ to another one containing alternate Sprites. + +The following example shows how to switch from a Sprite Library Asset of color Sprites to another one containing identical Sprites but in grayscale: + +![](images/bothsprites.PNG)
__Left:__ Prefab with the colored Sprite Library Asset. __Right:__ Prefab with the grayscale Sprite Library Asset. + +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). + +2. [Import](PreparingArtwork.md) both .psb files into the Unity Editor. Both become separate Prefabs in the Asset window. + +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__. + + ![](images/image_15.png)
The Category and Label names for the color Prefab. + +4. Select the grayscale Prefab, and give its corresponding Sprites the same __Category__ and __Label__ names as the color Prefab. + + ![](images/image_16.png)
Give the same Category and Label names to the grayscale Prefab. + +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). + + ![](images/image_17.png)
The color Sprite Library Asset. + +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. + +7. The Sprites of the color Prefab should have switched to their grayscale counterparts of the grayscale Sprite Library Asset. + + ![](images/image_18.png)
The grayscale version of the color Sprite Library Asset. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLAsset.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLAsset.md new file mode 100644 index 0000000000000000000000000000000000000000..c47816e46e04ca5d42760e5d5a1ca2f5ec950157 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLAsset.md @@ -0,0 +1,44 @@ +## Sprite Library Asset + +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). + +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__. + +![](images/image_0.png)
Inspector view of Sprite Library Asset + +Select __Add (+)__ at the bottom-right of the __Sprite Library Asset__ to add a new __Category__. Select __Remove (-)__ to remove a Category instead. + +| Property | Function | +| ---------------------------------- | ------------------------------------------------------------ | +| __Category Name__ | Enter a Category name. Category names must be unique. | +| __Category List__ | Use these settings to define the number of Sprites you want to include, and the label for each Sprite. | +|     __Size__ | Enter the number of Labels you want to assign to this Category. | +|     __Label__ | Enter a name for the registered Sprite. This Label must be unique from other Labels in the same Category. | +|     __Sprite__ | Select or drag a Sprite onto this box to register it as the Sprite reference for this Label. | + +## Sprite Library component + +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. + +![](images/image_1.png)
Inspector view of Sprite Component + +| Property | Function | +| ------------------------ | ------------------------------------------------------------ | +| __Sprite Library Asset__ | Set this to the Sprite Library Asset you want to use for this charcter Prefab. | + +## Sprite Resolver component + +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. + +![](images/image_2.png)
Inspector view of Sprite Resolver Component, with the variant visual selector. + +| Property | Function | +| ------------ | ------------------------------------------------------------ | +| __Category__ | Select which Category you want to use a Sprite from for this GameObject. | +| __Label__ | Select the Label of the Sprite you want to use for this GameObject. | + +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. + +## Sprite Skin component + +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). \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SSManual.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SSManual.md new file mode 100644 index 0000000000000000000000000000000000000000..7ea81f7939d85f0eb16ad4a1db95c8454b1a2fa3 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SSManual.md @@ -0,0 +1,47 @@ +# Sprite Swap manual setup + +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. + +You can create a __Sprite Library Asset__ manually and choose which GameObject refers to it, by following the steps below: + +1. Select the __Sprite Library Asset__ from the Asset creation menu by going to: __Asset > Create > Sprite Library Asset__. + + ![](images/image_7.png) + + + +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. + + ![](images/image_8.png) + + + +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. + + ![](images/image_9.png) + + + +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. + + ![](images/AddSpriteRenderer.png) + + + +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. + + ![](images/SpriteLibraryComponent.png) + + + +6. Add the [Sprite Resolver component](SLAsset.html#sprite-resolver-component) to the same GameObject. + + ![](images/image_10.png) + + 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. + + ![](images/SpriteResolver_VisualSelector.png) + + + +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. diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinEdToolsShortcuts.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinEdToolsShortcuts.md new file mode 100644 index 0000000000000000000000000000000000000000..3cd1dabc98b99d6efdf59e7ca7b58f01090c32a1 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinEdToolsShortcuts.md @@ -0,0 +1,159 @@ +# Editor tools and shortcuts + +![](images/LabelledEditorTools.png)
Labelled 2D Animation Skinning editor tools + +The Skinning Editor tools are split-up into the following groups: + +A. [Editor toolbar](#editor-toolbar) + +B. [Bone tools](#bone-tools) + +C. [Geometry tools](#geometry-tools) + +D. [Weight tools](#weight-tools) + +## Editor toolbar + +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. + +| __Tool__ | __Default Shortcut__ | __Function__ | +| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ | +| ![Reset Pose](images/icon_RestoreBind.png)
__Reset Pose__ | Shift + 1 | Restore a character’s bones and joints to their original positions. | +| ![Toggle View Mode](images\icon_ToggleView.png)
__Toggle View Mode__ | Shift + 2 | Switch between the __Character__ and __Sprite Sheet__ view modes. | +| ![Copy](images\icon_Copy.png)
__Copy__ | Ctrl + C | Copies the bone and mesh data from the current selection. | +| ![Paste](images\icon_Paste.png)
__Paste__ | Ctrl + V | Pastes the copied bone and mesh data to the current selection. | +| ![Paste](images\icon_Paste.png)
__Paste__ | Shift + B | Use this shortcut to show additional pasting options. | +| ![Visibility eyecon](images\icon_Visibility.png)
__Visibility__ | Shift + P | Toggles the [Sprite visibility panel](SpriteVis.md), which controls the visibility of the Sprite Meshes and bones in the editor window. | +| __Toggle Tool Text__ | Shift + ` | Show or hide text on tool buttons. | + +## Bone tools + +Use the __Bone Tools__ to create and edit the bones of your character and their hierarchy. + +| __Tool__ | __Default Shortcut__ | __Function__ | +| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ | +| ![Preview Pose](images/icon_PreviewPose.png)
__Preview Pose__ | Shift + Q | Preview character poses after rigging. | +| ![Edit Bone](images/icon_EditJoints.png)
__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. | +| ![Create Bone](images/icon_CreateBone.png)
__Create Bone__ | Shift + E | Click and drag to create bones. | +| ![Split Bone](images/icon_SplitBone.png)
__Split Bone__ | Shift + R | Splits the selected bone. | + +### Bone panel + +The __Bone panel__ appears at the bottom right of the editor window when you have a bone selected. + +![](images/bone_panel.png) + +| Property | Function | +| --------- | ------------------------------------------------------------ | +| __Name__ | Displays the name of the selected bone. Enter a new name here to rename the selected bone. | +| __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. | + + + +## Geometry tools + +Use the __Geometry tools__ to generate and edit the meshes of the different Sprites that make up your character. + +| __Tool__ | __Default Shortcut__ | __Function__ | +| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ | +| ![Auto Geometry](images/icon_GenGeo.png)
__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__. | +| ![Edit Geometry](images\icon_EditGeo.png)
__Edit Geometry__ | Shift + S | Edit generated Meshes by repositioning vertices. | +| ![Create Vertex](images/icon_CreateVertex.png)
__Create Vertex__ | Shift + D | Create new vertices to create geometry. | +| ![Create Edge](images/icon_CreateEdge.png)
__Create Edge__ | Shift + G | Create new edges to create geometry. | +| ![Split Edge](images/icon_SplitEdge.png)
__Split Edge__ | Shift + H | Split an existing edge into two. | + +### Geometry panel + +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. + +![](images/GeoPanel.png)
Visible only when Auto Geometry is enabled. + +| __Property__ | __Function__ | +| -------------------------------------------------- | ------------------------------------------------------------ | +| __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. | +| __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. | +| __Subdivide__ | Use the slider to adjust the tessellation of the Sprite Mesh by adding or decreasing the number of vertices inside the generated Mesh. | +| __Weights__ | Enable to automatically assign weights between the generated geometry Mesh and nearby bones. | +| __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. | + + + +## Weight tools + +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. + +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. + +| __Tool__ | __Default Shortcut__ | __Function__ | +| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ | +| ![Auto Weights](images/icon_GenWeights.png)
__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 | +| ![Weight Slider](images/icon_WeightSlider.png)
__Weight Slider__ | Shift + X | Use the slider to adjust weights. | +| ![Weight Brush](images/icon_WeightPaint.png)
__Weight Brush__ | Shift + N | Adjust weights by painting with a brush. | +| ![Bone Influence](images/icon_BoneInfluence.png)
__Bone Influence__ | Shift + V | Select which bones influence a Sprite. | + +### Weights panel + +![](images/Weights_panel.png) + +The weights panel appears at the lower-right of the Sprite Editor window when __Auto Weights__ is selected. + +| __Property__ | __Function__ | +| ------------------------- | ------------------------------------------------------------ | +| __Associate Bones__ | Select this box to automatically associate bones to the Sprite geometry they overlay. | +| __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. | +| __Normalize__ | Normalizes the weights of the selected Sprite, or all Sprites if no specific Sprite is selected. | +| __Clear__ | Clear the weights of the selected Sprite, or of all Sprites if no specific Sprite is selected. | + +### Weight Slider + +![](images/WeightSlider.png) + + + +| __Property__ | __Function__ | +| ------------------------------------------- | ------------------------------------------------------------ | +| __Mode__ | The current behavior of the __Weight Slider__ tool. | +|     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* | +|     Grow and Shrink | Use the slider to increase or decrease the weight on vertices that are already influenced by the selected bone. | +|     Smooth | Averages the weights of all vertices with their neighbors to create an even distribution of weight across all vertices. | +| __Bone__ (unavailable if __Mode > Smooth__) | Displays the currently selected bone. Use the drop-down menu to select a different bone, or select another bone | +| __Normalize__ | Select this to ensure the total normalized weight of all vertices of a selected Sprite mesh is equal to one. | +| __Amount__ | Amount of weight applied on selected vertices. | +| __Vertex Weight__ | Adjust the bone weights of selected vertices. | + +### Weight Brush + +![](images/WeightBrush.png) + +| __Property__ | __Function__ | +| ---------------------------------------- | ------------------------------------------------------------ | +| __Mode__ | The current behavior mode of the weights tool. | +|     Add and Subtract | Use the slider to increase or decrease the influence on vertices around the selected bone. | +|     Grow and Shrink | Use the slider to increase or decrease the influence on vertices that are already affected by the selected bone. | +|     Smooth | Averages the weights of vertices with their neighbors to create a smoother distribution of weights. | +| __Bone__ | The bone that the Brush is painting influence for. Select a different bone via the drop-down menu. | +| __Normalize__ | Enable to ensure the normalized weight of painted vertices will equal to 1. | +| __Size__ | Size of the weight brush cursor. | +| __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. | +| __Step__ | Number of increments needed to apply the full weight of brush. | + +### Bone Influences panel + +The __Bone Influences panel__ displays a list of bones that are currently influencing the selected Sprite Mesh. + +![](images/BoneInfluencesExample.png) + +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. + +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 (-)__. + +#### Rearranging bone order + +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. + +![](images/BoneInfluences_order.png) + +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. + +![](images/BoneInfluences_orderSpriteSkin.png) + diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinningEditor.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinningEditor.md new file mode 100644 index 0000000000000000000000000000000000000000..a34f01880565ba8106fab9083df921b485dfa78b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinningEditor.md @@ -0,0 +1,37 @@ +# Skinning Editor + +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. + +To open your imported character in the Skinning Editor: + +1. Select the character [Prefab](https://docs.unity3d.com/Manual/Prefabs.html) created after importing your character with the PSD Importer. + +2. Select the Prefab and go to its Inspector window. Select the __Sprite Editor__ button to open the Prefab in the Sprite Editor. + +3. In the Sprite Editor, open the drop-down menu at the upper left of the editor window and select the __Skinning Editor__ module. + + ![](images/SelectSknEditor.png) + + + +See the [Editor tools and shortcuts](SkinEdToolsShortcuts.md) page for more information about the different features and tools available in the Skinning Editor. + +## How to select a Sprite in the editor + +To select a Sprite in the Skinning Editor window: + +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). + +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. + +3. Double-click on a blank area in the editor window to deselect all Sprites. + +## How to select bone or Mesh vertices in the editor + +To select a bone or mesh vertices when using the [Bone](SkinEdToolsShortcuts.html#bone-tools) and [Geometry tools](SkinEdToolsShortcuts.html#geometry-tools): + +1. Click a bone or mesh vertex to select it specifically. + +2. Draw a selection rectangle over multiple bones or vertices to select them all at once. + +3. Right click to deselect any selected bone or mesh vertices. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteSwapIntro.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteSwapIntro.md new file mode 100644 index 0000000000000000000000000000000000000000..8513c5cf3d757496b994751c4dd8f098bd4a5383 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteSwapIntro.md @@ -0,0 +1,40 @@ +# Sprite Swap overview (Experimental Feature) + +__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). + +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. + +## Sprite Swap Assets and components + +The following Assets and components are part of the Sprite Swap process: + +1. The [Sprite Library Asset](SLAsset.md) contains the [Categories and Labels](SpriteVis.html#sprite-tab) of the Sprites. +1. The [Sprite Library component](SLAsset.html#sprite-library-component) shows the currently referred to __Sprite Library Asset__. +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. + +## How Unity generates Sprite Swap Assets and components + +Unity generates the various [Sprite Swap](SpriteSwapIntro.md) components in the following steps: + +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. + +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. + +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. + +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. + +5. Unity attaches the [Sprite Resolver component](SLAsset.html#sprite-resolver-component) to all __Sprite__ GameObjects that belong to a Category. + +Refer to the respective component pages for more information on their functions and properties. + +## Sprite Swap and 2D Animation integration + +__Sprite Swap__ is integrated with the 2D Animation workflow. You must install the following packages or newer to use the Sprite Swap feature: + +- [2D Animation version 2.2.0-preview.1](https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html) +- [PSDImporter version 1.2.0-preview.1](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html) + +## Skeletal animation limitations + +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. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteVis.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteVis.md new file mode 100644 index 0000000000000000000000000000000000000000..f184fd587fdfb1bcfa43176bf02671502f6fc1bf --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteVis.md @@ -0,0 +1,63 @@ +# Sprite Visibility panel + +Toggle the __Sprite Visibility__ panel by selecting the __Visibility tool__ button along the top right of the editor window: + +![](images/Highlighted_Visibility_icon.png) + +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. + +![](images/image_3.png) + +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. + +## Bone tab and hierarchy tree + +![](images/bone_tree.PNG)
The Bone tab selected. + +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. + +| Property | Function | +| ------------------------------- | ------------------------------------------------------------ | +| ![](images/visibility_icon.png) | Toggle the visibility of each bone by selecting this icon next to the bone. | +| __Bone__ | The name of the Bone. | +| __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.
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. | + +## Sprite tab + +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. + +![](images/SpriteTab_order.png) + +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). + +## How to create a Category + +1. Go to the row of the Sprite, open the drop-down menu on the Category column and select __New__. + + ![](images/image_4.png) + + + +2. Enter a name for the Category. This name must be unique among other Categories within the same Library Asset. + +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. + +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. + + ![](images/image_5.png) + + + +## Context menu options + +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. + +![](images/image_6.png) + + + +| Option | Function | +| ----------------------------- | ------------------------------------------------------------ | +| __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. | +| __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. | +| __Clear All Category__ | Select this to remove all selected Sprites from their currently assigned Categories. | \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/TableOfContents.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/TableOfContents.md new file mode 100644 index 0000000000000000000000000000000000000000..8985d22bda8c5b1f4e15cd4b3dfeaaa54ca851f1 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/TableOfContents.md @@ -0,0 +1,17 @@ +* [Introduction to 2D Animation](index.md) +* [Preparing and importing artwork](PreparingArtwork.md) +* [Skinning Editor](SkinningEditor.md) + * [Tool Preferences](ToolPref.md) + * [Editor tools and shortcuts](SkinEdToolsShortcuts.md) + * [Sprite Visiblity panel](SpriteVis.md) +* [Character skinning and weighting workflow](CharacterRig.md) +* [Animating your character](CopyPasteSkele.md) + * [2D Inverse Kinematics](2DIK.md) + +* [Sprite Swap workflow - Experimental Feature](SpriteSwapIntro.md) + * [Sprite Library Asset and other components](SLAsset.md) + * [Sprite Swap manual setup](SSManual.md) +* [Usage examples](Examples.md) + * [Frame-by-frame animation](FFanimation.md) + * [Changing parts of a character](CharacterParts.md) + * [Swapping Sprite Library Assets](SLASwap.md) diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/ToolPref.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/ToolPref.md new file mode 100644 index 0000000000000000000000000000000000000000..524e5139e1d69c438e229bde39f17cac16514914 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/ToolPref.md @@ -0,0 +1,17 @@ +## Tool Preferences + +Adjust the appearance of the 2D Animation tools in the Skinning Editor by going to its Preferences menu: __Edit__ > __Preferences__ > __2D__ > __Animation__. + +![](images/2DAnimationV2_ToolPreferences.png)
Tool Preferences + +| Setting | Function | +| -------------------------- | ------------------------------------------------------------ | +| __Hide Tool Text__ | Enable this option to hide the tool text to have a compact view. | +| __Selected Outline Color__ | Customize the outline color of selected Sprite and bone. | +| __Sprite Outline Size__ | Use the slider to adjust the outline thickness of a selected Sprite. | +| __Bone Outline Size__ | Use the slider to adjust the outline thickness of a selected bone. | + +Enable __Hide Tool Text__ to have only the tool icons visible in the [Skinning Editor](SkinningEditor.md) window. + +![](images/2DAnimationV2_compacted.png) + diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/index.md b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/index.md new file mode 100644 index 0000000000000000000000000000000000000000..226690dfefd2b8cd3891e7a1a9369b13d364532b --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/index.md @@ -0,0 +1,33 @@ +# Introduction to 2D Animation + +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: + +* __2D Animation package version 5.x.x__ - Unity 2020.2 or later + +* __2D Animation package version 4.x.x__ - Unity 2020.1 + +* __2D Animation package version 3.x.x__ - Unity 2019.3 + +## 2D Animation and PSD Importer integration + +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)). + +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. + +## Adobe Photoshop PSB format + +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. + +## Optional Performance Boost + +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. + +![](images/SpriteSkin_inspect_exp.png) + +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. + +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. + +## Sprite Skin component + +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. \ No newline at end of file diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Analytics.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Analytics.cs new file mode 100644 index 0000000000000000000000000000000000000000..61a66d41cca3c6611633d4cb864ba0255834c045 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Analytics.cs @@ -0,0 +1,605 @@ +#define WRITE_TO_JSON +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using UnityEngine.Analytics; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + [Serializable] + enum AnimationToolType + { + UnknownTool = 0, + Visibilility = 6, + PreviewPose = 7, + EditPose = 8, + CreateBone = 9, + SplitBone = 10, + ReparentBone = 11, + EditGeometry = 12, + CreateVertex = 13, + CreateEdge = 14, + SplitEdge = 15, + GenerateGeometry = 16, + WeightSlider = 17, + WeightBrush = 18, + BoneInfluence = 19, + GenerateWeights = 20 + } + + [Serializable] + enum AnimationEventType + { + Truncated = -1, + SelectedSpriteChanged = 0, + SkeletonPreviewPoseChanged = 1, + SkeletonBindPoseChanged = 2, + SkeletonTopologyChanged = 3, + MeshChanged = 4, + MeshPreviewChanged = 5, + SkinningModuleModeChanged = 6, + BoneSelectionChanged = 7, + BoneNameChanged = 8, + CharacterPartChanged = 9, + ToolChanged = 10, + RestoreBindPose = 11, + Copy = 12, + Paste = 13, + BoneDepthChanged = 14, + Shortcut = 15, + Visibility = 16 + } + + [Serializable] + struct AnimationEvent + { + [SerializeField] + public AnimationEventType sub_type; + [SerializeField] + public int repeated_event; + [SerializeField] + public string data; + } + + [Serializable] + struct AnimationToolUsageEvent + { + [SerializeField] + public int instance_id; + [SerializeField] + public AnimationToolType animation_tool; + [SerializeField] + public bool character_mode; + [SerializeField] + public int time_start_s; + [SerializeField] + public int time_end_s; + [SerializeField] + public List animation_events; + } + + [Serializable] + struct AnimationToolApplyEvent + { + [SerializeField] + public bool character_mode; + [SerializeField] + public int instance_id; + [SerializeField] + public int sprite_count; + [SerializeField] + public int[] bone_sprite_count; + [SerializeField] + public int[] bone_count; + [SerializeField] + public int[] bone_depth; + [SerializeField] + public int[] bone_chain_count; + [SerializeField] + public int bone_root_count; + } + + internal interface IAnimationAnalyticsModel + { + bool hasCharacter { get; } + SkinningMode mode { get; } + ITool selectedTool { get; } + ITool GetTool(Tools tool); + int selectedBoneCount { get; } + int applicationElapseTime { get; } + } + + internal class SkinningModuleAnalyticsModel : IAnimationAnalyticsModel + { + public SkinningCache skinningCache { get; private set; } + public bool hasCharacter { get { return skinningCache.hasCharacter; } } + public SkinningMode mode { get { return skinningCache.mode; } } + public ITool selectedTool { get { return skinningCache.selectedTool; } } + + public SkinningModuleAnalyticsModel(SkinningCache s) + { + skinningCache = s; + } + + public ITool GetTool(Tools tool) + { + return skinningCache.GetTool(tool); + } + + public int selectedBoneCount { get { return skinningCache.skeletonSelection.Count; } } + + public int applicationElapseTime { get { return (int)EditorApplication.timeSinceStartup; } } + } + + [Serializable] + internal class AnimationAnalytics + { + const int k_AnimationEventElementCount = 3; + const int k_AnimationToolUsageEventElementCount = 6; + IAnalyticsStorage m_AnalyticsStorage; + SkinningEvents m_EventBus; + IAnimationAnalyticsModel m_Model; + + AnimationToolUsageEvent? m_CurrentEvent; + int m_InstanceId; + + public AnimationAnalytics(IAnalyticsStorage analyticsStorage, SkinningEvents eventBus, IAnimationAnalyticsModel model, int instanceId) + { + m_Model = model; + m_AnalyticsStorage = analyticsStorage; + m_InstanceId = instanceId; + m_EventBus = eventBus; + m_EventBus.selectedSpriteChanged.AddListener(OnSelectedSpriteChanged); + m_EventBus.skeletonPreviewPoseChanged.AddListener(OnSkeletonPreviewPoseChanged); + m_EventBus.skeletonBindPoseChanged.AddListener(OnSkeletonBindPoseChanged); + m_EventBus.skeletonTopologyChanged.AddListener(OnSkeletonTopologyChanged); + m_EventBus.meshChanged.AddListener(OnMeshChanged); + m_EventBus.meshPreviewChanged.AddListener(OnMeshPreviewChanged); + m_EventBus.skinningModeChanged.AddListener(OnSkinningModuleModeChanged); + m_EventBus.boneSelectionChanged.AddListener(OnBoneSelectionChanged); + m_EventBus.boneNameChanged.AddListener(OnBoneNameChanged); + m_EventBus.boneDepthChanged.AddListener(OnBoneDepthChanged); + m_EventBus.characterPartChanged.AddListener(OnCharacterPartChanged); + m_EventBus.toolChanged.AddListener(OnToolChanged); + m_EventBus.restoreBindPose.AddListener(OnRestoreBindPose); + m_EventBus.copy.AddListener(OnCopy); + m_EventBus.paste.AddListener(OnPaste); + m_EventBus.shortcut.AddListener(OnShortcut); + m_EventBus.boneVisibility.AddListener(OnBoneVisibility); + + OnToolChanged(model.selectedTool); + } + + public void Dispose() + { + m_EventBus.selectedSpriteChanged.RemoveListener(OnSelectedSpriteChanged); + m_EventBus.skeletonPreviewPoseChanged.RemoveListener(OnSkeletonPreviewPoseChanged); + m_EventBus.skeletonBindPoseChanged.RemoveListener(OnSkeletonBindPoseChanged); + m_EventBus.skeletonTopologyChanged.RemoveListener(OnSkeletonTopologyChanged); + m_EventBus.meshChanged.RemoveListener(OnMeshChanged); + m_EventBus.meshPreviewChanged.RemoveListener(OnMeshPreviewChanged); + m_EventBus.skinningModeChanged.RemoveListener(OnSkinningModuleModeChanged); + m_EventBus.boneSelectionChanged.RemoveListener(OnBoneSelectionChanged); + m_EventBus.boneNameChanged.RemoveListener(OnBoneNameChanged); + m_EventBus.boneDepthChanged.AddListener(OnBoneDepthChanged); + m_EventBus.characterPartChanged.RemoveListener(OnCharacterPartChanged); + m_EventBus.toolChanged.RemoveListener(OnToolChanged); + m_EventBus.copy.RemoveListener(OnCopy); + m_EventBus.paste.RemoveListener(OnPaste); + m_EventBus.shortcut.RemoveListener(OnShortcut); + m_EventBus.boneVisibility.RemoveListener(OnBoneVisibility); + m_AnalyticsStorage.Dispose(); + } + + void OnBoneVisibility(string s) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.Visibility, + data = s + }); + } + + void OnShortcut(string s) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.Shortcut, + data = s + }); + } + + void OnCopy() + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.Copy, + data = "" + }); + } + + void OnPaste(bool bone , bool mesh , bool flipX , bool flipY) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.Paste, + data = string.Format("b:{0} m:{1} x:{2} y:{3}", bone, mesh, flipX, flipY) + }); + } + + void OnSelectedSpriteChanged(SpriteCache sprite) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.SelectedSpriteChanged, + data = sprite == null ? "false" : "true" + }); + } + + void OnSkeletonPreviewPoseChanged(SkeletonCache skeleton) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.SkeletonPreviewPoseChanged, + data = "" + }); + } + + void OnSkeletonBindPoseChanged(SkeletonCache skeleton) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.SkeletonBindPoseChanged, + data = "" + }); + } + + void OnSkeletonTopologyChanged(SkeletonCache skeleton) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.SkeletonTopologyChanged, + data = "" + }); + } + + void OnMeshChanged(MeshCache mesh) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.MeshChanged, + data = "" + }); + } + + void OnMeshPreviewChanged(MeshPreviewCache mesh) + { + } + + void OnSkinningModuleModeChanged(SkinningMode mode) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.SkinningModuleModeChanged, + data = mode.ToString() + }); + } + + void OnBoneSelectionChanged() + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.BoneSelectionChanged, + data = m_Model.selectedBoneCount.ToString() + }); + } + + void OnBoneNameChanged(BoneCache bone) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.BoneNameChanged, + data = "" + }); + } + + void OnBoneDepthChanged(BoneCache bone) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.BoneDepthChanged, + data = "" + }); + } + + void OnCharacterPartChanged(CharacterPartCache part) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.CharacterPartChanged, + data = "" + }); + } + + void OnToolChanged(ITool tool) + { + if (tool == m_Model.GetTool(Tools.ReparentBone)) + StartNewEvent(AnimationToolType.ReparentBone, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.CreateBone)) + StartNewEvent(AnimationToolType.CreateBone, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.EditJoints)) + StartNewEvent(AnimationToolType.EditPose, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.EditPose)) + StartNewEvent(AnimationToolType.PreviewPose, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.SplitBone)) + StartNewEvent(AnimationToolType.SplitBone, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.CreateEdge)) + StartNewEvent(AnimationToolType.CreateEdge, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.CreateVertex)) + StartNewEvent(AnimationToolType.CreateVertex, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.EditGeometry)) + StartNewEvent(AnimationToolType.EditGeometry, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.GenerateGeometry)) + StartNewEvent(AnimationToolType.GenerateGeometry, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.SplitEdge)) + StartNewEvent(AnimationToolType.SplitEdge, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.Visibility)) + StartNewEvent(AnimationToolType.Visibilility, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.BoneInfluence)) + StartNewEvent(AnimationToolType.BoneInfluence, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.GenerateWeights)) + StartNewEvent(AnimationToolType.GenerateWeights, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.WeightBrush)) + StartNewEvent(AnimationToolType.WeightBrush, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.WeightSlider)) + StartNewEvent(AnimationToolType.WeightSlider, m_Model.applicationElapseTime); + else + StartNewEvent(AnimationToolType.UnknownTool, m_Model.applicationElapseTime); + } + + void OnRestoreBindPose() + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.RestoreBindPose, + data = "" + }); + } + + void SetAnimationEvent(AnimationEvent evt) + { + if (m_CurrentEvent != null) + { + var toolEvent = m_CurrentEvent.Value; + var eventCount = toolEvent.animation_events.Count; + if (eventCount > 0 && toolEvent.animation_events[eventCount - 1].sub_type == evt.sub_type && toolEvent.animation_events[eventCount - 1].data == evt.data) + { + var e = toolEvent.animation_events[eventCount - 1]; + e.repeated_event += 1; + toolEvent.animation_events[eventCount - 1] = e; + } + else + { + var elementCountPlus = k_AnimationToolUsageEventElementCount + (eventCount + 1 * k_AnimationEventElementCount); + if (elementCountPlus >= AnalyticConstant.k_MaxNumberOfElements) + { + // We reached the max number of events. Change the last one to truncated + var e = toolEvent.animation_events[eventCount - 1]; + if (e.sub_type != AnimationEventType.Truncated) + { + e.sub_type = AnimationEventType.Truncated; + e.repeated_event = 0; + } + e.repeated_event += 1; + toolEvent.animation_events[eventCount - 1] = e; + } + else + toolEvent.animation_events.Add(evt); + } + m_CurrentEvent = toolEvent; + } + } + + void StartNewEvent(AnimationToolType animationType, int tick) + { + SendLastEvent(tick); + m_CurrentEvent = new AnimationToolUsageEvent() + { + instance_id = m_InstanceId, + character_mode = m_Model.mode == SkinningMode.Character, + animation_tool = animationType, + time_start_s = tick, + animation_events = new List() + }; + } + + void SendLastEvent(AnimationToolUsageEvent evt, int tick) + { + evt.time_end_s = tick; + m_AnalyticsStorage.SendUsageEvent(evt); + } + + void SendLastEvent(int tick) + { + if (m_CurrentEvent != null) + { + SendLastEvent(m_CurrentEvent.Value, tick); + } + m_CurrentEvent = null; + } + + public void FlushEvent() + { + SendLastEvent(m_Model.applicationElapseTime); + } + + public void SendApplyEvent(int spriteCount, int[] spriteBoneCount, BoneCache[] bones) + { + int[] chainBoneCount = null; + int[] maxDepth = null; + int[] boneCount = null; + int boneRootCount = 0; + GetChainBoneStatistic(bones, out chainBoneCount, out maxDepth, out boneRootCount, out boneCount); + var applyEvent = new AnimationToolApplyEvent() + { + instance_id = m_InstanceId, + character_mode = m_Model.hasCharacter, + sprite_count = spriteCount, + bone_sprite_count = spriteBoneCount, + bone_depth = maxDepth, + bone_chain_count = chainBoneCount, + bone_root_count = boneRootCount, + bone_count = boneCount + }; + m_AnalyticsStorage.SendApplyEvent(applyEvent); + } + + static void GetChainBoneStatistic(BoneCache[] bones, out int[] chainBoneCount, out int[] maxDepth, out int boneRootCount, out int[] boneCount) + { + List chainCountList = new List(); + List boneDepthList = new List(); + List countList = new List(); + boneRootCount = 0; + foreach (var b in bones) + { + if (b.parentBone == null) + { + ++boneRootCount; + var chain = 0; + var chainDepth = 0; + var tempBone = b; + var count = 1; + while (tempBone != null) + { + ++chainDepth; + tempBone = tempBone.chainedChild; + } + + foreach (var b1 in bones) + { + // if this bone is part of this root + var parentBone = b1.parentBone; + while (parentBone != null) + { + if (parentBone == b) + { + ++count; + // the bone has a parent and the parent bone's chainedChild is not us, means we are a new chain + if (b1.parentBone != null && b1.parentBone.chainedChild != b1) + { + ++chain; + var chainDepth1 = 0; + tempBone = b1; + while (tempBone != null) + { + ++chainDepth1; + tempBone = tempBone.chainedChild; + } + + chainDepth = chainDepth1 > chainDepth ? chainDepth1 : chainDepth; + } + break; + } + parentBone = parentBone.parentBone; + } + } + chainCountList.Add(chain); + boneDepthList.Add(chainDepth); + countList.Add(count); + } + } + chainBoneCount = chainCountList.ToArray(); + maxDepth = boneDepthList.ToArray(); + boneCount = countList.ToArray(); + } + } + + internal interface IAnalyticsStorage + { + AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt); + AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt); + void Dispose(); + } + + internal static class AnalyticConstant + { + public const int k_MaxEventsPerHour = 1000; + public const int k_MaxNumberOfElements = 1000; + } + + internal class AnalyticsJsonStorage : IAnalyticsStorage + { + [Serializable] + struct AnimationToolEvents + { + [SerializeField] + public List events; + [SerializeField] + public AnimationToolApplyEvent applyEvent; + } + + AnimationToolEvents m_TotalEvents = new AnimationToolEvents() + { + events = new List(), + applyEvent = new AnimationToolApplyEvent() + }; + + public AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt) + { + m_TotalEvents.events.Add(evt); + return AnalyticsResult.Ok; + } + + public AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt) + { + m_TotalEvents.applyEvent = evt; + return AnalyticsResult.Ok; + } + + public void Dispose() + { + try + { + string file = string.Format("analytics_{0}.json", System.DateTime.Now.ToString("yyyy-dd-M--HH-mm-ss")); + if (System.IO.File.Exists(file)) + System.IO.File.Delete(file); + System.IO.File.WriteAllText(file, JsonUtility.ToJson(m_TotalEvents, true)); + } + catch (Exception ex) + { + Debug.Log(ex); + } + finally + { + m_TotalEvents.events.Clear(); + } + } + } + + [InitializeOnLoad] + internal class UnityAnalyticsStorage : IAnalyticsStorage + { + const string k_VendorKey = "unity.2d.animation"; + const int k_Version = 1; + + static UnityAnalyticsStorage() + { + EditorAnalytics.RegisterEventWithLimit("u2dAnimationToolUsage", AnalyticConstant.k_MaxEventsPerHour, AnalyticConstant.k_MaxNumberOfElements, k_VendorKey, k_Version); + EditorAnalytics.RegisterEventWithLimit("u2dAnimationToolApply", AnalyticConstant.k_MaxEventsPerHour, 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b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteLibrary.cs @@ -0,0 +1,283 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace UnityEngine.Experimental.U2D.Animation +{ + /// + /// Component that holds a Sprite Library Asset. The component is used by SpriteResolver Component to query for Sprite based on Category and Index + /// + [DisallowMultipleComponent] + [AddComponentMenu("2D Animation/Sprite Library (Experimental)")] + [HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html?subfolder=/manual/SLAsset.html%23sprite-library-component")] + public class SpriteLibrary : MonoBehaviour + { + internal class StringAndHash + { + public string name; + public int hash; + + public StringAndHash(string name) + { + this.name = name; + hash = SpriteLibraryAsset.GetStringHash(name); + } + + public StringAndHash(int hash) + { + name = ""; + this.hash = hash; + } + + public static bool operator==(StringAndHash l, StringAndHash r) + { + if (Object.ReferenceEquals(l, null) && Object.ReferenceEquals(r, null)) + return true; + if (!Object.ReferenceEquals(l, null)) + return l.Equals(r); + + return false; + } + + public static bool operator!=(StringAndHash l, StringAndHash r) + { + return !(l == r); + } + + public override bool Equals(object obj) + { + return this.Equals(obj as StringAndHash); + } + + private bool Equals(StringAndHash p) + { + if (Object.ReferenceEquals(p, null)) + { + return false; + } + + // Optimization for a common success case. + if (Object.ReferenceEquals(this, p)) + { + return true; + } + + // If run-time types are not exactly the same, return false. + if (this.GetType() != p.GetType()) + { + return false; + } + return (hash == p.hash) || (name == p.name); + } + + public override int GetHashCode() + { + return hash; + } + } + + [SerializeField] + private SpriteLibraryAsset m_SpriteLibraryAsset; + + Dictionary> m_Overrides = new Dictionary>(); + + /// Get or Set the current SpriteLibraryAsset to use + public SpriteLibraryAsset spriteLibraryAsset + { + set + { + if (m_SpriteLibraryAsset != value) + { + m_SpriteLibraryAsset = value; + RefreshSpriteResolvers(); + } + } + get { return m_SpriteLibraryAsset; } + } + + /// + /// Return the Sprite that is registered for the given Category and Label for the SpriteLibrary + /// + /// Category name + /// Label name + /// Sprite associated to the name and index + public Sprite GetSprite(string category, string label) + { + var categoryHash = SpriteLibraryAsset.GetStringHash(category); + var labelHash = SpriteLibraryAsset.GetStringHash(label); + return GetSprite(categoryHash, labelHash); + } + + internal Sprite GetSprite(int categoryHash, int labelHash) + { + return GetSprite(categoryHash, labelHash, out _); + } + + internal Sprite GetSprite(int categoryHash, int labelHash, out bool validEntry) + { + validEntry = false; + var cat = new StringAndHash(categoryHash); + var label = new StringAndHash(labelHash); + if (m_Overrides.ContainsKey(cat) && m_Overrides[cat].ContainsKey(label)) + { + validEntry = true; + return m_Overrides[cat][label]; + } + return m_SpriteLibraryAsset == null ? null : m_SpriteLibraryAsset.GetSprite(categoryHash, labelHash, out validEntry); + } + + internal string GetCategoryNameFromHash(int categoryHash) + { + var key = m_Overrides.Keys.FirstOrDefault(x => x.hash == categoryHash); + if (key != null) + return key.name; + return m_SpriteLibraryAsset == null ? "" : m_SpriteLibraryAsset.GetCategoryNameFromHash(categoryHash); + } + + internal string GetLabelNameFromHash(int categoryHash, int labelHash) + { + var overrides = GetCategoryOverride(new StringAndHash(categoryHash), false); + var label = overrides.Keys.FirstOrDefault(x => x.hash == labelHash); + if (label != null) + return label.name; + return m_SpriteLibraryAsset == null ? "" : m_SpriteLibraryAsset.GetLabelNameFromHash(categoryHash, labelHash); + } + + private Dictionary GetCategoryOverride(string category, bool addToList) + { + return GetCategoryOverride(new StringAndHash(category), addToList); + } + + private Dictionary GetCategoryOverride(StringAndHash category, bool addToList) + { + Dictionary label; + if (m_Overrides.ContainsKey(category)) + label = m_Overrides[category]; + else + label = new Dictionary(); + + + if (addToList && !m_Overrides.ContainsKey(category)) + { + if (string.IsNullOrEmpty(category.name)) + Debug.LogWarning("Adding override category with no name"); + m_Overrides.Add(category, label); + } + + return label; + } + + private void AddSpriteToOverride(Dictionary overrides, StringAndHash label, Sprite sprite) + { + if (overrides.ContainsKey(label)) + overrides[label] = sprite; + else + overrides.Add(label, sprite); + RefreshSpriteResolvers(); + } + + /// + /// Add or replace an override when querying for the given Category and Label from a SpriteLibraryAsset + /// + /// Sprite Library Asset to query + /// Category name from the Sprite Library Asset to add override + /// Label name to add override + public void AddOverride(SpriteLibraryAsset spriteLib, string category, string label) + { + var sprite = spriteLib.GetSprite(category, label); + var overridelabel = GetCategoryOverride(category, true); + AddSpriteToOverride(overridelabel, new StringAndHash(label), sprite); + } + + /// + /// Add or replace an override when querying for the given Category. All the categories in the Category will be added. + /// + /// Sprite Library Asset to query + /// Category name from the Sprite Library Asset to add override + public void AddOverride(SpriteLibraryAsset spriteLib, string category) + { + var categoryHash = SpriteLibraryAsset.GetStringHash(category); + var cat = spriteLib.categories.FirstOrDefault(x => x.hash == categoryHash); + if (cat != null) + { + var label = GetCategoryOverride(category, true); + for (int i = 0; i < cat.categoryList.Count; ++i) + { + AddSpriteToOverride(label, new StringAndHash(cat.categoryList[i].name), cat.categoryList[i].sprite); + } + } + } + + /// + /// Add or replace an override when querying for the given Category and Label. + /// + /// Sprite to override to + /// Category name to override + /// Label name to override + public void AddOverride(Sprite sprite, string category, string label) + { + var overridelabel = GetCategoryOverride(category, true); + AddSpriteToOverride(overridelabel, new StringAndHash(label), sprite); + } + + /// + /// Remove all Sprite Library override for a given category + /// + /// Category overrides to remove + public void RemoveOverride(string category) + { + var hash = new StringAndHash(SpriteLibraryAsset.GetStringHash(category)); + m_Overrides.Remove(hash); + RefreshSpriteResolvers(); + } + + /// + /// Remove Sprite Library override for a given category and label + /// + /// Category to remove + /// Label to remove + public void RemoveOverride(string category, string label) + { + var catlabel = GetCategoryOverride(category, false); + if (catlabel != null) + { + catlabel.Remove(new StringAndHash(SpriteLibraryAsset.GetStringHash(label))); + RefreshSpriteResolvers(); + } + } + + /// + /// Method to check if a Category and Label pair has an override + /// + /// Category name + /// Label name + /// True if override exist, false otherwise + public bool HasOverride(string category, string label) + { + var catOverride = GetCategoryOverride(category, false); + if (catOverride != null) + return catOverride.ContainsKey(new StringAndHash(label)); + return false; + } + + internal List labels + { + get { return m_SpriteLibraryAsset != null ? m_SpriteLibraryAsset.categories : new List(); } + } + + /// + /// Request SpriteResolver components that are in the same hierarchy to refresh + /// + public void RefreshSpriteResolvers() + { + var spriteResolvers = GetComponentsInChildren(); + foreach (var sr in spriteResolvers) + { + sr.ResolveSpriteToSpriteRenderer(); +#if UNITY_EDITOR + sr.spriteLibChanged = true; +#endif + } + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteLibrary.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteLibrary.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..8381c216139f8dc750c5ae59448dd4c57cf70094 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteLibrary.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c29cff538c195c249b69c6f2236de67b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteLibraryAsset.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteLibraryAsset.cs new file mode 100644 index 0000000000000000000000000000000000000000..8f9b0e0f1658308ba7dd5f82b7176e17f91e53ac --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteLibraryAsset.cs @@ -0,0 +1,383 @@ +using System; +using System.Linq; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine.Assertions; + +namespace UnityEngine.Experimental.U2D.Animation +{ + internal interface INameHash + { + string name { get; set; } + int hash { get; } + } + + [Serializable] + internal class Categorylabel : INameHash + { + [SerializeField] + string m_Name; + [SerializeField] + [HideInInspector] + int m_Hash; + [SerializeField] + Sprite m_Sprite; + + public string name + { + get { return m_Name; } + set + { + m_Name = value; + m_Hash = SpriteLibraryAsset.GetStringHash(m_Name); + } + } + public int hash { get { return m_Hash; } } + public Sprite sprite {get { return m_Sprite; } set { m_Sprite = value; }} + public void UpdateHash() + { + m_Hash = SpriteLibraryAsset.GetStringHash(m_Name); + } + } + + [Serializable] + internal class SpriteLibCategory : INameHash + { + [SerializeField] + string m_Name; + [SerializeField] + int m_Hash; + [SerializeField] + List m_CategoryList; + + public string name + { + get { return m_Name; } + set + { + m_Name = value; + m_Hash = SpriteLibraryAsset.GetStringHash(m_Name); + } + } + + public int hash { get { return m_Hash; } } + + public List categoryList + { + get { return m_CategoryList; } + set { m_CategoryList = value; } + } + + public void UpdateHash() + { + m_Hash = SpriteLibraryAsset.GetStringHash(m_Name); + foreach (var s in m_CategoryList) + s.UpdateHash(); + } + + internal void ValidateLabels() + { + SpriteLibraryAsset.RenameDuplicate(m_CategoryList, + (originalName, newName) + => + { + Debug.LogWarning(string.Format("Label {0} renamed to {1} due to hash clash", originalName, newName)); + }); + } + } + + /// + /// A custom Asset that stores Sprites grouping + /// + /// + /// Sprites are grouped under a given category as categories. Each category and label needs to have + /// a name specified so that it can be queried. + /// + [CreateAssetMenu(order = 9, menuName = "2D/Sprite Library Asset")] + [HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html?subfolder=/manual/SLAsset.html")] + public class SpriteLibraryAsset : ScriptableObject + { + [SerializeField] + private List m_Labels = new List(); + + internal List categories + { + get + { + return m_Labels; + } + set + { + m_Labels = value; + ValidateCategories(); + } + } + + internal Sprite GetSprite(int categoryHash, int labelHash) + { + var category = m_Labels.FirstOrDefault(x => x.hash == categoryHash); + if (category != null) + { + var spritelabel = category.categoryList.FirstOrDefault(x => x.hash == labelHash); + if (spritelabel != null) + { + return spritelabel.sprite; + } + } + + return null; + } + + internal Sprite GetSprite(int categoryHash, int labelHash, out bool validEntry) + { + SpriteLibCategory category = null; + for (int i = 0; i < m_Labels.Count; ++i) + { + if (m_Labels[i].hash == categoryHash) + { + category = m_Labels[i]; + break; + } + } + + if (category != null) + { + Categorylabel spritelabel = null; + for (int i = 0; i < category.categoryList.Count; ++i) + { + if (category.categoryList[i].hash == labelHash) + { + spritelabel = category.categoryList[i]; + break; + } + } + if (spritelabel != null) + { + validEntry = true; + return spritelabel.sprite; + } + } + validEntry = false; + return null; + } + + /// + /// Returns the Sprite registered in the Asset given the Category and Label value + /// + /// Category string value + /// Label string value + /// + public Sprite GetSprite(string category, string label) + { + var categoryHash = SpriteLibraryAsset.GetStringHash(category); + var labelHash = SpriteLibraryAsset.GetStringHash(label); + return GetSprite(categoryHash, labelHash); + } + + /// + /// Return all the Category names of the Sprite Library Asset that is associated. + /// + /// A Enumerable string value representing the name + public IEnumerable GetCategoryNames() + { + return m_Labels.Select(x => x.name); + } + + /// + /// (Obsolete) Returns the labels' name for the given name + /// + /// Category name + /// A Enumerable string representing labels' name + [Obsolete("GetCategorylabelNames has been deprecated. Please use GetCategoryLabelNames (UnityUpgradable) -> GetCategoryLabelNames(*)")] + public IEnumerable GetCategorylabelNames(string category) + { + return GetCategoryLabelNames(category); + } + + /// + /// Returns the labels' name for the given name + /// + /// Category name + /// A Enumerable string representing labels' name + public IEnumerable GetCategoryLabelNames(string category) + { + var label = m_Labels.FirstOrDefault(x => x.name == category); + return label == null ? new string[0] : label.categoryList.Select(x => x.name); + } + + internal string GetCategoryNameFromHash(int hash) + { + var label = m_Labels.FirstOrDefault(x => x.hash == hash); + return label == null ? "" : label.name; + } + + /// + /// Add or replace and existing Sprite into the given Category and Label + /// + /// Sprite to add + /// Category to add the Sprite to + /// Label of the Category to add the Sprite to + public void AddCategoryLabel(Sprite sprite, string category, string label) + { + category = category.Trim(); + label = label.Trim(); + if (string.IsNullOrEmpty(category) || string.IsNullOrEmpty(label)) + { + Debug.LogError("Cannot add label with empty or null Category or label string"); + } + var catHash = SpriteLibraryAsset.GetStringHash(category); + Categorylabel categorylabel = null; + SpriteLibCategory libCategory = null; + libCategory = m_Labels.FirstOrDefault(x => x.hash == catHash); + + if (libCategory != null) + { + Assert.AreEqual(libCategory.name, category, "Category string hash clashes with another existing Category. Please use another string"); + + var labelHash = SpriteLibraryAsset.GetStringHash(label); + categorylabel = libCategory.categoryList.FirstOrDefault(y => y.hash == labelHash); + if (categorylabel != null) + { + Assert.AreEqual(categorylabel.name, label, "Label string hash clashes with another existing label. Please use another string"); + categorylabel.sprite = sprite; + } + else + { + categorylabel = new Categorylabel() + { + name = label, + sprite = sprite + }; + libCategory.categoryList.Add(categorylabel); + } + } + else + { + var slc = new SpriteLibCategory() + { + categoryList = new List() + { + new Categorylabel() + { + name = label, + sprite = sprite + } + }, + name = category + }; + m_Labels.Add(slc); + } +#if UNITY_EDITOR + EditorUtility.SetDirty(this); +#endif + } + + /// + /// Remove a Label from a given Category + /// + /// Category to remove from + /// Label to remove + /// Indicate to remove the Category if it is empty + public void RemoveCategoryLabel(string category, string label, bool deleteCategory) + { + var catHash = SpriteLibraryAsset.GetStringHash(category); + SpriteLibCategory libCategory = null; + libCategory = m_Labels.FirstOrDefault(x => x.hash == catHash); + + if (libCategory != null) + { + var labelHash = SpriteLibraryAsset.GetStringHash(label); + libCategory.categoryList.RemoveAll(x => x.hash == labelHash); + if (deleteCategory && libCategory.categoryList.Count == 0) + m_Labels.RemoveAll(x => x.hash == libCategory.hash); +#if UNITY_EDITOR + EditorUtility.SetDirty(this); +#endif + } + } + + internal string GetLabelNameFromHash(int categoryHas, int labelHash) + { + var labels = m_Labels.FirstOrDefault(x => x.hash == categoryHas); + if (labels != null) + { + var label = labels.categoryList.FirstOrDefault(x => x.hash == labelHash); + return label == null ? "" : label.name; + } + return ""; + } + + internal void UpdateHashes() + { + foreach (var e in m_Labels) + e.UpdateHash(); +#if UNITY_EDITOR + UnityEditor.EditorUtility.SetDirty(this); +#endif + } + + internal void ValidateCategories() + { + RenameDuplicate(m_Labels, (originalName, newName) + => + { + Debug.LogWarning(string.Format("Category {0} renamed to {1} due to hash clash", originalName, newName)); + }); + for (int i = 0; i < m_Labels.Count; ++i) + { + // Verify categories have no hash clash + var category = m_Labels[i]; + + // Verify labels have no clash + category.ValidateLabels(); + } + } + + internal static void RenameDuplicate(IEnumerable nameHashList, Action onRename) + { + const int k_IncrementMax = 1000; + for (int i = 0; i < nameHashList.Count(); ++i) + { + // Verify categories have no hash clash + var category = nameHashList.ElementAt(i); + var categoriesClash = nameHashList.Where(x => (x.hash == category.hash || x.name == category.name) && x != category); + int increment = 0; + for (int j = 0; j < categoriesClash.Count(); ++j) + { + var categoryClash = categoriesClash.ElementAt(j); + + while (increment < k_IncrementMax) + { + var name = categoryClash.name; + name = string.Format("{0}_{1}", name, increment); + var nameHash = SpriteLibraryAsset.GetStringHash(name); + var exist = nameHashList.FirstOrDefault(x => (x.hash == nameHash || x.name == name) && x != categoryClash); + if (exist == null) + { + onRename(categoryClash.name, name); + categoryClash.name = name; + break; + } + ++increment; + } + } + } + } + + // Allow delegate override for test + internal static Func GetStringHash = Default_GetStringHash; + internal static int Default_GetStringHash(string value) + { +#if DEBUG_GETSTRINGHASH_CLASH + if (value == "abc" || value == "123") + value = "abc"; +#endif + var hash = Animator.StringToHash(value); + var bytes = BitConverter.GetBytes(hash); + var exponentialBit = BitConverter.IsLittleEndian ? 3 : 1; + if (bytes[exponentialBit] == 0xFF) + bytes[exponentialBit] -= 1; + return BitConverter.ToInt32(bytes, 0); + } + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteLibraryAsset.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteLibraryAsset.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..876764101a9370aa6e50fe964df7c39b2feb5bca --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteLibraryAsset.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5bf7c34a0dc4e6348bea04faa70406ee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteResolver.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteResolver.cs new file mode 100644 index 0000000000000000000000000000000000000000..7bec525f1b397d38277ee1cdeca08173d124b4f4 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteResolver.cs @@ -0,0 +1,201 @@ +using System; + +namespace UnityEngine.Experimental.U2D.Animation +{ + /// + /// Updates a SpriteRenderer's Sprite reference on the Category and Label value it is set + /// + /// + /// By setting the SpriteResolver's Category and Label value, it will request for a Sprite from + /// a SpriteLibrary Component the Sprite that is registered for the Category and Label. + /// If a SpriteRenderer is present in the same GameObject, the SpriteResolver will update the + /// SpriteRenderer's Sprite reference to the corresponding Sprite. + /// + [ExecuteInEditMode] + [DisallowMultipleComponent] + [AddComponentMenu("2D Animation/Sprite Resolver (Experimental)")] + [DefaultExecutionOrder(-2)] + [HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html?subfolder=/manual/SLAsset.html%23sprite-resolver-component")] + public class SpriteResolver : MonoBehaviour + { + // These are for animation + [SerializeField] + private float m_CategoryHash; + [SerializeField] + private float m_labelHash; + + // For comparing hash values + private int m_CategoryHashInt; + private int m_LabelHashInt; + + // For OnUpdate during animation playback + private int m_PreviousCategoryHash; + private int m_PreviouslabelHash; + +#if UNITY_EDITOR + bool m_SpriteLibChanged; +#endif + + void OnEnable() + { + m_CategoryHashInt = ConvertFloatToInt(m_CategoryHash); + m_PreviousCategoryHash = m_CategoryHashInt; + m_LabelHashInt = ConvertFloatToInt(m_labelHash); + m_PreviouslabelHash = m_LabelHashInt; + ResolveSpriteToSpriteRenderer(); + } + + SpriteRenderer spriteRenderer + { + get { return GetComponent(); } + } + + /// + /// Set the Category and label to use + /// + /// Category to use + /// Label to use + public void SetCategoryAndLabel(string category, string label) + { + categoryHashInt = SpriteLibraryAsset.GetStringHash(category); + m_PreviousCategoryHash = categoryHashInt; + labelHashInt = SpriteLibraryAsset.GetStringHash(label); + m_PreviouslabelHash = categoryHashInt; + ResolveSpriteToSpriteRenderer(); + } + + /// + /// Get the Category set for the SpriteResolver + /// + /// The Category's name + public string GetCategory() + { + var returnString = ""; + var sl = spriteLibrary; + if (sl) + returnString = sl.GetCategoryNameFromHash(categoryHashInt); + + return returnString; + } + + /// + /// Get the Label set for the SpriteResolver + /// + /// The Label's name + public string GetLabel() + { + var returnString = ""; + var sl = spriteLibrary; + if (sl) + returnString = sl.GetLabelNameFromHash(categoryHashInt, labelHashInt); + + return returnString; + } + + /// + /// Property to get the SpriteLibrary the SpriteResolver is resolving from + /// + public SpriteLibrary spriteLibrary + { + get + { + var t = transform; + while (t != null) + { + var sl = t.GetComponent(); + if (sl != null) + return sl; + t = t.parent; + } + return null; + } + } + + void LateUpdate() + { + m_CategoryHashInt = ConvertFloatToInt(m_CategoryHash); + m_LabelHashInt = ConvertFloatToInt(m_labelHash); + if (m_LabelHashInt != m_PreviouslabelHash || m_CategoryHashInt != m_PreviousCategoryHash) + { + m_PreviousCategoryHash = m_CategoryHashInt; + m_PreviouslabelHash = m_LabelHashInt; + ResolveSpriteToSpriteRenderer(); + } + } + + internal Sprite GetSprite(out bool validEntry) + { + var lib = spriteLibrary; + if (lib != null) + { + return lib.GetSprite(m_CategoryHashInt, m_LabelHashInt, out validEntry); + } + validEntry = false; + return null; + } + + /// + /// Set the Sprite in SpriteResolver to the SpriteRenderer component that is in the same GameObject. + /// + public void ResolveSpriteToSpriteRenderer() + { + m_PreviousCategoryHash = m_CategoryHashInt; + m_PreviouslabelHash = m_LabelHashInt; + bool validEntry; + var sprite = GetSprite(out validEntry); + var sr = spriteRenderer; + if (sr != null && (sprite != null || validEntry)) + sr.sprite = sprite; + } + + void OnTransformParentChanged() + { + ResolveSpriteToSpriteRenderer(); +#if UNITY_EDITOR + spriteLibChanged = true; +#endif + } + + int categoryHashInt + { + get { return m_CategoryHashInt; } + set + { + m_CategoryHashInt = value; + m_CategoryHash = ConvertIntToFloat(m_CategoryHashInt); + } + } + + int labelHashInt + { + get { return m_LabelHashInt; } + set + { + m_LabelHashInt = value; + m_labelHash = ConvertIntToFloat(m_LabelHashInt); + } + } + + internal unsafe static int ConvertFloatToInt(float f) + { + float* fp = &f; + int* i = (int*)fp; + return *i; + } + + internal unsafe static float ConvertIntToFloat(int f) + { + int* fp = &f; + float* i = (float*)fp; + return *i; + } + +#if UNITY_EDITOR + internal bool spriteLibChanged + { + get {return m_SpriteLibChanged;} + set { m_SpriteLibChanged = value; } + } +#endif + } +} diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteResolver.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteResolver.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..61a46098bbf8bdbaa0714bd7c9a935c7939c24a2 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/SpriteLib/SpriteResolver.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ed8b1ae4e4e52b34ea557c1c11e076fc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Behavior.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Behavior.cs new file mode 100644 index 0000000000000000000000000000000000000000..dc12fd957f839add57c42028097c5d2f7773d113 --- /dev/null +++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Behavior.cs @@ -0,0 +1,248 @@ +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace UnityEngine.U2D.Animation.TriangleNet +{ + using System; + using Animation.TriangleNet.Geometry; + + /// + /// Controls the behavior of the meshing software. + /// + class Behavior + { + bool poly = false; + bool quality = false; + bool varArea = false; + bool convex = false; + bool jettison = false; + bool boundaryMarkers = true; + bool noHoles = false; + bool conformDel = false; + + Func usertest; + + int noBisect = 0; + + double minAngle = 0.0; + double maxAngle = 0.0; + double maxArea = -1.0; + + internal bool fixedArea = false; + internal bool useSegments = true; + internal bool useRegions = false; + internal double goodAngle = 0.0; + internal double maxGoodAngle = 0.0; + internal double offconstant = 0.0; + + /// + /// Creates an instance of the Behavior class. + /// + public Behavior(bool quality = false, double minAngle = 20.0) + { + if (quality) + { + this.quality = true; + this.minAngle = minAngle; + + Update(); + } + } + + /// + /// Update quality options dependencies. + /// + private void Update() + { + this.quality = true; + + if (this.minAngle < 0 || this.minAngle > 60) + { + this.minAngle = 0; + this.quality = false; + + Log.Instance.Warning("Invalid quality option (minimum angle).", "Mesh.Behavior"); + } + + if ((this.maxAngle != 0.0) && (this.maxAngle < 60 || this.maxAngle > 180)) + { + this.maxAngle = 0; + this.quality = false; + + Log.Instance.Warning("Invalid quality option (maximum angle).", "Mesh.Behavior"); + } + + this.useSegments = this.Poly || this.Quality || this.Convex; + this.goodAngle = Math.Cos(this.MinAngle * Math.PI / 180.0); + this.maxGoodAngle = Math.Cos(this.MaxAngle * Math.PI / 180.0); + + if (this.goodAngle == 1.0) + { + this.offconstant = 0.0; + } + else + { + this.offconstant = 0.475 * Math.Sqrt((1.0 + this.goodAngle) / (1.0 - this.goodAngle)); + } + + this.goodAngle *= this.goodAngle; + } + + #region Static properties + + /// + /// No exact arithmetic. + /// + internal static bool NoExact { get; set; } + + #endregion + + #region Public properties + + /// + /// Quality mesh generation. + /// + public bool Quality + { + get { return quality; } + set + { + quality = value; + if (quality) + { + Update(); + } + } + } + + /// + /// Minimum angle constraint. + /// + public double MinAngle + { + get { return minAngle; } + set { minAngle = value; Update(); } + } + + /// + /// Maximum angle constraint. + /// + public double MaxAngle + { + get { return maxAngle; } + set { maxAngle = value; Update(); } + } + + /// + /// Maximum area constraint. + /// + public double MaxArea + { + get { return maxArea; } + set + { + maxArea = value; + fixedArea = value > 0.0; + } + } + + /// + /// Apply a maximum triangle area constraint. + /// + public bool VarArea + { + get { return varArea; } + set { varArea = value; } + } + + /// + /// Input is a Planar Straight Line Graph. + /// + public bool Poly + { + get { return poly; } + set { poly = value; } + } + + /// + /// Apply a user-defined triangle constraint. + /// + public Func UserTest + { + get { return usertest; } + set { usertest = value; } + } + + /// + /// Enclose the convex hull with segments. + /// + public bool Convex + { + get { return convex; } + set { convex = value; } + } + + /// + /// Conforming Delaunay (all triangles are truly Delaunay). + /// + public bool ConformingDelaunay + { + get { return conformDel; } + set { conformDel = value; } + } + + /// + /// Suppresses boundary segment splitting. + /// + /// + /// 0 = split segments + /// 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polygon = new Polygon() + { + isOpenEnded = path.isOpenEnded, + points = new Vector3[path.pointCount] + }; + + for (var i = 0; i < path.pointCount; ++i) + polygon.points[i] = path.GetPoint(i).position; + + return polygon; + } + + public static Spline ToSpline(this IEditablePath path) + { + var count = path.pointCount * 3; + + if (path.isOpenEnded) + count -= 2; + + var spline = new Spline() + { + isOpenEnded = path.isOpenEnded, + points = new Vector3[count] + }; + + for (var i = 0; i < path.pointCount; ++i) + { + var point = path.GetPoint(i); + + spline.points[i*3] = point.position; + + if (i * 3 + 1 < count) + { + var nextIndex = EditablePathUtility.Mod(i+1, path.pointCount); + + spline.points[i*3 + 1] = path.CalculateRightTangent(i); + spline.points[i*3 + 2] = path.CalculateLeftTangent(nextIndex); + } + } + + return spline; + } + + public static Vector3 CalculateLocalLeftTangent(this IEditablePath path, int index) + { + return path.CalculateLeftTangent(index) - path.GetPoint(index).position; + } + + public static Vector3 CalculateLeftTangent(this IEditablePath path, int index) + { + var point = path.GetPoint(index); + var isTangentLinear = point.localLeftTangent == Vector3.zero; + var isEndpoint = path.isOpenEnded && index == 0; + var tangent = point.leftTangent; + + if (isEndpoint) + return point.position; + + if (isTangentLinear) + { + var prevPoint = path.GetPrevPoint(index); + var v = prevPoint.position - point.position; + tangent = point.position + v.normalized * (v.magnitude / 3f); + } + + return tangent; + } + + public static Vector3 CalculateLocalRightTangent(this IEditablePath path, int index) + { + return path.CalculateRightTangent(index) - path.GetPoint(index).position; + } + + public static Vector3 CalculateRightTangent(this IEditablePath path, int index) + { + var point = path.GetPoint(index); + var isTangentLinear = point.localRightTangent == Vector3.zero; + var isEndpoint = path.isOpenEnded && index == path.pointCount - 1; + var tangent = point.rightTangent; + + if (isEndpoint) + return point.position; + + if (isTangentLinear) + { + var nextPoint = path.GetNextPoint(index); + var v = nextPoint.position - point.position; + tangent = point.position + v.normalized * (v.magnitude / 3f); + } + + return tangent; + } + + public static ControlPoint GetPrevPoint(this IEditablePath path, int index) + { + return path.GetPoint(EditablePathUtility.Mod(index - 1, path.pointCount)); + } + + public static ControlPoint GetNextPoint(this IEditablePath path, int index) + { + return path.GetPoint(EditablePathUtility.Mod(index + 1, path.pointCount)); + } + + public static void UpdateTangentMode(this IEditablePath path, int index) + { + var localToWorldMatrix = path.localToWorldMatrix; + path.localToWorldMatrix = Matrix4x4.identity; + + var controlPoint = path.GetPoint(index); + var isLeftTangentLinear = controlPoint.localLeftTangent == Vector3.zero; + var isRightTangentLinear = controlPoint.localRightTangent == Vector3.zero; + + if (isLeftTangentLinear && isRightTangentLinear) + controlPoint.tangentMode = TangentMode.Linear; + else if (isLeftTangentLinear || isRightTangentLinear) + controlPoint.tangentMode = TangentMode.Broken; + else if (controlPoint.tangentMode != TangentMode.Continuous) + controlPoint.tangentMode = TangentMode.Broken; + + controlPoint.StoreTangents(); + path.SetPoint(index, controlPoint); + path.localToWorldMatrix = localToWorldMatrix; + } + + public static void UpdateTangentsFromMode(this IEditablePath path) + { + const float kEpsilon = 0.001f; + + var localToWorldMatrix = path.localToWorldMatrix; + path.localToWorldMatrix = Matrix4x4.identity; + + for (var i = 0; i < path.pointCount; ++i) + { + var controlPoint = path.GetPoint(i); + + if (controlPoint.tangentMode == TangentMode.Linear) + { + controlPoint.localLeftTangent = Vector3.zero; + controlPoint.localRightTangent = Vector3.zero; + } + else if (controlPoint.tangentMode == TangentMode.Broken) + { + var isLeftEndpoint = path.isOpenEnded && i == 0; + var prevPoint = path.GetPrevPoint(i); + var nextPoint = path.GetNextPoint(i); + + var liniarLeftPosition = (prevPoint.position - controlPoint.position) / 3f; + var isLeftTangentLinear = isLeftEndpoint || (controlPoint.localLeftTangent - liniarLeftPosition).sqrMagnitude < kEpsilon; + + if (isLeftTangentLinear) + controlPoint.localLeftTangent = Vector3.zero; + + var isRightEndpoint = path.isOpenEnded && i == path.pointCount-1; + var liniarRightPosition = (nextPoint.position - controlPoint.position) / 3f; + var isRightTangentLinear = isRightEndpoint || (controlPoint.localRightTangent - liniarRightPosition).sqrMagnitude < kEpsilon; + + if (isRightTangentLinear) + controlPoint.localRightTangent = Vector3.zero; + + if (isLeftTangentLinear && isRightTangentLinear) + controlPoint.tangentMode = TangentMode.Linear; + } + else if (controlPoint.tangentMode == TangentMode.Continuous) + { + //TODO: ensure tangent continuity + } + + controlPoint.StoreTangents(); + path.SetPoint(i, controlPoint); + } + + path.localToWorldMatrix = localToWorldMatrix; + } + + public static void SetTangentMode(this IEditablePath path, int index, TangentMode tangentMode) + { + var localToWorldMatrix = path.localToWorldMatrix; + path.localToWorldMatrix = Matrix4x4.identity; + + var controlPoint = path.GetPoint(index); + var isEndpoint = path.isOpenEnded && (index == 0 || index == path.pointCount - 1); + var oldTangentMode = controlPoint.tangentMode; + + controlPoint.tangentMode = tangentMode; + controlPoint.RestoreTangents(); + + if (tangentMode == TangentMode.Linear) + { + controlPoint.localLeftTangent = Vector3.zero; + controlPoint.localRightTangent = Vector3.zero; + } + else if (tangentMode == TangentMode.Continuous && !isEndpoint) + { + var isLeftLinear = controlPoint.localLeftTangent == Vector3.zero; + var isRightLinear = controlPoint.localRightTangent == Vector3.zero; + var tangentDotProduct = Vector3.Dot(controlPoint.localLeftTangent.normalized, controlPoint.localRightTangent.normalized); + var isContinous = tangentDotProduct < 0f && (tangentDotProduct + 1) < 0.001f; + var isLinear = isLeftLinear && isRightLinear; + + if ((isLinear || oldTangentMode == TangentMode.Broken) && !isContinous) + { + var prevPoint = path.GetPrevPoint(index); + var nextPoint = path.GetNextPoint(index); + var vLeft = prevPoint.position - controlPoint.position; + var vRight = nextPoint.position - controlPoint.position; + var rightDirection = Vector3.Cross(Vector3.Cross(vLeft, vRight), vLeft.normalized + vRight.normalized).normalized; + var scale = 1f / 3f; + + if (isLeftLinear) + controlPoint.localLeftTangent = vLeft.magnitude * scale * -rightDirection; + else + controlPoint.localLeftTangent = controlPoint.localLeftTangent.magnitude * -rightDirection; + + if (isRightLinear) + controlPoint.localRightTangent = vRight.magnitude * scale * rightDirection; + else + controlPoint.localRightTangent = controlPoint.localRightTangent.magnitude * rightDirection; + } + } + else + { + var isLeftLinear = controlPoint.localLeftTangent == Vector3.zero; + var isRightLinear = controlPoint.localRightTangent == Vector3.zero; + + if (isLeftLinear || isRightLinear) + { + if (isLeftLinear) + controlPoint.localLeftTangent = path.CalculateLocalLeftTangent(index); + + if (isRightLinear) + controlPoint.localRightTangent = path.CalculateLocalRightTangent(index); + } + } + + controlPoint.StoreTangents(); + path.SetPoint(index, controlPoint); + path.localToWorldMatrix = localToWorldMatrix; + } + + public static void MirrorTangent(this IEditablePath path, int index) + { + var localToWorldMatrix = path.localToWorldMatrix; + path.localToWorldMatrix = Matrix4x4.identity; + + var controlPoint = path.GetPoint(index); + + if (controlPoint.tangentMode == TangentMode.Linear) + return; + + if (!Mathf.Approximately((controlPoint.localLeftTangent + controlPoint.localRightTangent).sqrMagnitude, 0f)) + { + if (controlPoint.mirrorLeft) + controlPoint.localLeftTangent = 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MonoBehaviour +{ + public float m_MoveSpeed; + public Animator animator; + + Rigidbody2D rb; + + public enum PlayerState { Alive, Dead } + public PlayerState playerState = PlayerState.Alive; + public Vector2 lookFacing; + public Vector2 respawnPoint; + AudioSource audioSource; + float dashCooldown = 0f; + public bool dead = false; + + void Start() { + rb = GetComponent(); + animator.SetBool("alive", true); + audioSource = GetComponent(); + } + void Update () + { + if(playerState == PlayerState.Dead) { + rb.velocity = Vector2.zero; + return; + } + + Vector3 tryMove = Vector3.zero; + + if (Input.GetKey(KeyCode.LeftArrow)) + tryMove += Vector3Int.left; + if (Input.GetKey(KeyCode.RightArrow)) + tryMove += Vector3Int.right; + if (Input.GetKey(KeyCode.UpArrow)) + tryMove += Vector3Int.up; + if (Input.GetKey(KeyCode.DownArrow)) + tryMove += Vector3Int.down; + + rb.velocity = Vector3.ClampMagnitude(tryMove, 1f) * m_MoveSpeed; + animator.SetBool("moving", tryMove.magnitude > 0); + if 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