Remove useless files, add hands

This commit is contained in:
Toomas Tamm
2021-01-23 17:52:42 +02:00
parent 925d7f3b8a
commit 39ef3951cd
1378 changed files with 12541 additions and 195278 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
// Show off all the Debug UI components.
public class DebugUISample : MonoBehaviour
{
bool inMenu;
private Text sliderText;
void Start ()
{
DebugUIBuilder.instance.AddButton("Button Pressed", LogButtonPressed);
DebugUIBuilder.instance.AddLabel("Label");
var sliderPrefab = DebugUIBuilder.instance.AddSlider("Slider", 1.0f, 10.0f, SliderPressed, true);
var textElementsInSlider = sliderPrefab.GetComponentsInChildren<Text>();
Assert.AreEqual(textElementsInSlider.Length, 2, "Slider prefab format requires 2 text components (label + value)");
sliderText = textElementsInSlider[1];
Assert.IsNotNull(sliderText, "No text component on slider prefab");
sliderText.text = sliderPrefab.GetComponentInChildren<Slider>().value.ToString();
DebugUIBuilder.instance.AddDivider();
DebugUIBuilder.instance.AddToggle("Toggle", TogglePressed);
DebugUIBuilder.instance.AddRadio("Radio1", "group", delegate(Toggle t) { RadioPressed("Radio1", "group", t); }) ;
DebugUIBuilder.instance.AddRadio("Radio2", "group", delegate(Toggle t) { RadioPressed("Radio2", "group", t); }) ;
DebugUIBuilder.instance.AddLabel("Secondary Tab", 1);
DebugUIBuilder.instance.AddDivider(1);
DebugUIBuilder.instance.AddRadio("Side Radio 1", "group2", delegate(Toggle t) { RadioPressed("Side Radio 1", "group2", t); }, DebugUIBuilder.DEBUG_PANE_RIGHT);
DebugUIBuilder.instance.AddRadio("Side Radio 2", "group2", delegate(Toggle t) { RadioPressed("Side Radio 2", "group2", t); }, DebugUIBuilder.DEBUG_PANE_RIGHT);
DebugUIBuilder.instance.Show();
inMenu = true;
}
public void TogglePressed(Toggle t)
{
Debug.Log("Toggle pressed. Is on? "+t.isOn);
}
public void RadioPressed(string radioLabel, string group, Toggle t)
{
Debug.Log("Radio value changed: "+radioLabel+", from group "+group+". New value: "+t.isOn);
}
public void SliderPressed(float f)
{
Debug.Log("Slider: " + f);
sliderText.text = f.ToString();
}
void Update()
{
if(OVRInput.GetDown(OVRInput.Button.Two) || OVRInput.GetDown(OVRInput.Button.Start))
{
if (inMenu) DebugUIBuilder.instance.Hide();
else DebugUIBuilder.instance.Show();
inMenu = !inMenu;
}
}
void LogButtonPressed()
{
Debug.Log("Button pressed");
}
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// Custom shader to draw our toy cubes and balls with an outline around them.
Shader "Custom/ToyCubeOutline"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_MainTex("Albedo", 2D) = "white" {}
[PerRendererData] _OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline width", Range (.002, 0.03)) = .005
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
};
uniform float _OutlineWidth;
uniform float4 _OutlineColor;
uniform float4x4 _ObjectToWorldFixed;
// Pushes the verts out a little from the object center.
// Lets us give an outline to objects that all have normals facing away from the center.
// If we can't assume that, we need to tweak the math of this shader.
v2f vert(appdata v)
{
v2f o;
// MTF TODO
// 1. Fix batching so that it actually occurs.
// 2. See if batching causes problems,
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float3 offsetDir = vertWorld.xyz - objectCenterWorld.xyz;
offsetDir = normalize(offsetDir) * _OutlineWidth;
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o.color = _OutlineColor;
return o;
}
ENDCG
SubShader
{
Tags { "Queue" = "Transparent" }
Pass
{
Name "OUTLINE"
// To allow the cube to render entirely on top of the outline.
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
fixed4 frag(v2f i) : SV_Target
{
// Just draw the _OutlineColor from the vert pass above.
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}
ENDCG
}
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/************************************************************************************
Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
See SampleFramework license.txt for license terms. Unless required by applicable law
or agreed to in writing, the sample code is provided <20>AS IS<49> WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the license for specific
language governing permissions and limitations under the license.
************************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace OculusSampleFramework
{
public class DistanceGrabberSample : MonoBehaviour
{
bool useSpherecast = false;
bool allowGrabThroughWalls = false;
public bool UseSpherecast
{
get { return useSpherecast; }
set
{
useSpherecast = value;
for (int i = 0; i < m_grabbers.Length; ++i)
{
m_grabbers[i].UseSpherecast = useSpherecast;
}
}
}
public bool AllowGrabThroughWalls
{
get { return allowGrabThroughWalls; }
set
{
allowGrabThroughWalls = value;
for (int i = 0; i < m_grabbers.Length; ++i)
{
m_grabbers[i].m_preventGrabThroughWalls = !allowGrabThroughWalls;
}
}
}
[SerializeField]
DistanceGrabber[] m_grabbers = null;
// Use this for initialization
void Start()
{
DebugUIBuilder.instance.AddLabel("Distance Grab Sample");
DebugUIBuilder.instance.AddToggle("Use Spherecasting", ToggleSphereCasting, useSpherecast);
DebugUIBuilder.instance.AddToggle("Grab Through Walls", ToggleGrabThroughWalls, allowGrabThroughWalls);
DebugUIBuilder.instance.Show();
// Forcing physics tick rate to match game frame rate, for improved physics in this sample.
// See comment in OVRGrabber.Update for more information.
float freq = OVRManager.display.displayFrequency;
if(freq > 0.1f)
{
Debug.Log("Setting Time.fixedDeltaTime to: " + (1.0f / freq));
Time.fixedDeltaTime = 1.0f / freq;
}
}
public void ToggleSphereCasting(Toggle t)
{
UseSpherecast = !UseSpherecast;
}
public void ToggleGrabThroughWalls(Toggle t)
{
AllowGrabThroughWalls = !AllowGrabThroughWalls;
}
}
}

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