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[파일]


$NShader.zip



위 파일 설치하면 됨..



[참조]

Ok. Here's small update:
http://www.jostavo.net/NShader.rar (it's a new fork for 2013 by SilentSouls that uses embedded coloring, the one Nims mentioned before)

I've added support of .shader.compute.cginc (sorry just handling not native support, see attach)

*optional* - in VisualStudio go Tools > Extensions and Updates find NShader and uninstall it, reboot studio (it need to be restarted to remove files)
Make sure Visual Studio is closed

Who afraid to download my file, install one from jostavo.net and then create and add .reg:
For future updates:
{af99cc5c-2a8a-3547-b255-896525bc39d1} - is UUID for current build only!

To find one You needed - open NShader.pkgdef and look for:
Or after install go
There will be yours.
 

Attached Files:




[출처] http://forum.unity3d.com/threads/tutorial-how-to-use-nshader-with-unity-shaders.108995/

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"Infinite Scrolling" for Unity3D Using NGUI's UIScrollView (1st attempt)

For latest update please check this post instead 
I've been using NGUI for UI related work on my Unity project for the past few weeks and it is a breath of fresh air when compared to the stock UnityGUI (OnGUI()).

Part of my project relate to display a relatively large amount of data dynamically (well not very large but in thousands) and instantiating a prefab for each data element didn't seem like a good idea to me :-)

So instead I decided to add some logic to do a scroll view with fixed pool of items that I reuse and position according to the direction of the scroll and get it fed with the correct data. 

Although I am sure that there are existing solutions I decided to do my own.

The logic so far is built using UIGrid with fixed cell height for the moment (not well suited for UITable with different cell height) and the panel is using soft clip. the Scroll view is using momentum only (Spring physics breaks my current logic for some reason)

Initialization steps: 
  1. Pool size is calculated using the cell height against the panel height plus some buffer (currently I am using a buffer of 4 list items)
  2. List items' pool is instantiated with corresponding data from the data list
  3. A map is maintained to keep track of which data item are used in which list items
While Scrolling:
  1. Any item that turns a visible from an invisible state will notify the main controller
  2. We check the direction of the scroll based on which item is visible (e.g. if the next item is visible means that we are dragging upwards)
  3. based on the direction we reuse the items at the top or the bottom of the list accordingly (e.g. if direction is up the top item moves to the bottom and get populated with data from the corresponding data element)

 

 This is a first attempt and further posts will follow as the logic evolve.

==UPDATE==
I am in the process of making this component available as open source.
Meanwhile we've launched a free app on Android that uses it called Avatar Messenger
==UPDATE 2==
 The component is available as open source
https://github.com/OrangeLabsUK/InfiniteList_NGUI



[파일]

InfiniteList_NGUI-master.zip



출처 : http://www.geekyhamster.com/2013/12/infinite-scrolling-for-unity3d-using.html

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NGUI: Symbols & Emoticons  (0) 2015.02.12
NGUI Emoticons  (0) 2015.02.12
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Posted by blueasa
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Link : http://forum.unity3d.com/threads/the-asset-bundle-cant-be-loaded.240015/

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timeScale Lerp – Custom Time Manager

By now I need a timeScale Lerp and this need to be Time.deltaTime independent so, for anyone who needs this too, here’s what I’ve got (C#). You can also use it to create slow motion effects and control the play /pause of your game (assuming that you are using a Time.timeScale dependent approach):

You cal also get this code at GitHub

/// <summary>
/// Time Manager.
/// Time.deltaTime independent Time.timeScale Lerp.
/// Author: Fabio Paes Pedro
/// </summary>
///
/// 

using UnityEngine;
using System.Collections;

public class CustomTimeManager : MonoBehaviour
{
    /// <summary>
    /// CustomTimeManager is Paused or not
    /// </summary>
    [SerializeField]
    private bool _isPaused = false;
    /// <summary>
    /// CustomTimeManager is Fading (from _minScale to _scale or vice-versa)
    /// </summary>
    [SerializeField]
    private bool _isFading = false;
    /// <summary>
    /// CustomTimeManager will pause after fading (is going from _scale to _minScale)
    /// </summary>
    [SerializeField]
    private bool _willPause = false;

    [SerializeField]
    private float _scale = 1f;
    private float _fadeToScaleDifference = 0f;
    private float _scaleToFade = 0f;
    [SerializeField]
    private float _deltaTime = 0f;
    private float _lastTime = 0f;
    private float _maxScale = 3f;
    private float _minScale = 0f;
    private bool _fadeToScaleIsGreater = false;



    #region PseudoSingleton
    private static CustomTimeManager _instance;
    public static CustomTimeManager Instance
    {
        get
        {
            return _instance;
        }
    }
    void Awake()
    {
        if (_instance != null) Debug.LogError("There's another instance of " + this + " already");
        _instance = this;
    }
    void OnDestroy()
    {
        _instance = null;
    }
    #endregion


    void Start()
    {
        Scale = Time.timeScale;
        StartCoroutine("UpdateDeltaTime");
    }

    public bool WillPause
    {
        get
        {
            return _willPause;
        }
    }

    public bool IsFading
    {
        get
        {
            return _isFading;
        }
    }

    public bool IsPaused
    {
        get
        {
            return _isPaused;
        }
    }


    /// <summary>
    /// Time.timeScale independent deltaTime
    /// </summary>
    /// <value>
    /// time.timeScale independent Delta Time
    /// </value>
    public float DeltaTime
    {
        get
        {
            return _deltaTime;
        }
    }

    /// <summary>
    /// Getter and Setter for the CustomTimeManager Scale (time.timeScale). This will set IsPaused to true automatically if the scale == 0f
    /// </summary>
    /// <value>
    /// Scale (Time.timeScale)
    /// </value>
    public float Scale
    {
        get
        {
            return _scale;
        }
        set
        {
            _scale = value;
            _scale = _scale < _minScale ? _minScale : _scale > _maxScale ? _maxScale : _scale;
            Time.timeScale = _scale;
            _isPaused = _scale <= 0.001f;
            if (_isPaused)
            {
                _scale = 0f;
                _willPause = false;
            }
        }
    }

    /// <summary>
    /// Pause toggle (Changes the "IsPaused" flag from true to false and vice-versa)
    /// </summary>
    /// </param>
    /// <param name='time'>
    /// Time until Pause or Play
    /// </param>
    /// <param name='playScale'>
    /// Play scale.
    /// </param>
    public void TogglePause(float time = 0f, float playScale = -1f)
    {
        StopStepper();
        // WillPause == true means that a "Pause" was already called: this will make "WillPause" change to false and call "Play" function. 
        // Else just toggle.
        _willPause = _willPause == true ? false : !_isPaused;
        if (_willPause)
        {
            Pause(time);
        }
        else
        {
            Play(time, playScale);
        }
    }

    void StopStepper()
    {
        _instance.StopCoroutine("FadeStepper");
    }

    /// <summary>
    /// CustomTimeManager Pause
    /// </summary>
    /// <param name='time'>Fading time until Time.timeScale == 0f</param>
    public void Pause(float time = 0f)
    {
        if (Mathf.Approximately(time, 0f))
        {
            _willPause = false;
            _instance.StopCoroutine("FadeStepper");
            Scale = 0f;
        }
        else
        {
            _willPause = true;
            FadeTo(0f, time);
        }
    }

    /// <summary>
    /// CustomTimeManager Play 
    /// </summary>
    /// <param name='time'>
    /// Fading time until Time.timeScale == scale param
    /// </param>
    /// <param name='scale'>
    /// Final scale for Time.timeScale
    /// </param>
    public void Play(float time = 0f, float scale = 1f)
    {
        if (Mathf.Approximately(time, 0f))
        {
            _instance.StopCoroutine("FadeStepper");
            Scale = scale;
        }
        else
        {
            FadeTo(scale, time);
        }
    }

    /// <summary>
    /// CustomTimeManager Scale Fading.
    /// </summary>
    /// <param name='scale'>
    /// The final Time.timeScale
    /// </param>
    /// <param name='time'>
    /// The transition time to reach the desired scale
    /// </param>
    public void FadeTo(float scale, float time)
    {
        _instance.StopCoroutine("FadeStepper");
        _scaleToFade = scale;
        _fadeToScaleDifference = scale - _scale;
        _fadeToScaleIsGreater = _fadeToScaleDifference > 0f;
        float scalePerFrame = _fadeToScaleDifference / time;
        _instance.StartCoroutine("FadeStepper", scalePerFrame);
    }

    /// <summary>
    /// Coroutine to fade the Unity's timeScale
    /// </summary>
    IEnumerator FadeStepper(float scalePerFrame)
    {
        bool achieved = false;
        _isFading = true;
        while (achieved == false)
        {
            Scale += scalePerFrame * _deltaTime;
            if (_fadeToScaleIsGreater)
            {
                achieved = _scale >= _scaleToFade;
            }
            else
            {
                achieved = _scale <= _scaleToFade;
            }
            yield return null;
        }
        Scale = _scaleToFade;
        _isFading = false;
        _willPause = false;
    }

    /// <summary>
    /// Updating our internal _deltaTime
    /// </summary>
    IEnumerator UpdateDeltaTime()
    {
        while (true)
        {
            float timeSinceStartup = Time.realtimeSinceStartup;
            _deltaTime = timeSinceStartup - _lastTime;
            _lastTime = timeSinceStartup;
            yield return null;
        }
    }

}



출처 : http://fliperamma.com/timescale-lerp-custom-time-manager/

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Posted by blueasa
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Link : http://forum.unity3d.com/threads/unity-4-5-new-hierarchy-window-sorting.248298/#post-1642742


[File]


$AlphaNumericSort.cs





기존의 이름이 아닌 트랜스폼 기준으로 변경되었는데요.


(전 처음에 4.5 버전 버그인줄 알고 당황-_-;)



링크의 글 중간에 보시면

$AlphaNumericsort.cs

파일을 다운 받으시고

프로젝트 폴더/Assets/Editor/ 

에 넣어주세요.

유니티를 다시 띄우면 그림처럼 아이콘이 하나가 추가됩니다.

이 아이콘을 누르시면 소팅 방식을 트랜스폼 혹은 이름으로 변경 가능해집니다.




출처 : http://www.gamecodi.com/board/zboard.php?id=GAMECODI_Talkdev&page=1&sn1=&divpage=1&sn=on&ss=on&sc=on&keyword=sort&select_arrange=headnum&desc=asc&no=2703

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Posted by blueasa
, |

  [수정]

- Unity2019 대응[2020-11-03]


[파일]

iTween Visual Editor version 0.6.1(with_Unity2019+).zip



[링크]

http://u3d.as/1tM

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'Unity3D > iTween' 카테고리의 다른 글

iTween의 easetype  (0) 2015.03.04
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iTween의 easetype

Unity3D/iTween / 2015. 3. 4. 19:48

iTween's  Ease type

 

iTween 은 간편하게 오브젝트의 이동 에니메션을 쉽게 처리해 줍니다. 

 

그런데 오브젝트가 로보트처럼 딱딱하게 움직이면 좀 보기가 좋지 않겠죠.

 

그래서 iTween은 여러가지 ease type를 지정할수 있습니다. 

 

  EaseInQuad = 0,

EaseOutQuad, EaseInOutQuad, EaseInCubic, EaseOutCubic, EaseInOutCubic, EaseInQuart, EaseOutQuart, EaseInOutQuart, EaseInQuint, EaseOutQuint, EaseInOutQuint, EaseInSine, EaseOutSine, EaseInOutSine, EaseInExpo, EaseOutExpo, EaseInOutExpo, EaseInCirc, EaseOutCirc, EaseInOutCirc, Linear, Spring, EaseInBounce, EaseOutBounce, EaseInOutBounce, EaseInBack, EaseOutBack, EaseInOutBack, EaseInElastic, EaseOutElastic, EaseInOutElastic

 

이 리스트에 보이는 것처럼 상당히 많은 양의 타입을 지정하는데요. 

 

  iTween.MoveBy(

gameObject,

iTween.Hash(

"x", 2, 

"easeType", "easeInOutExpo", 

"loopType", "pingPong", 

"delay", 1

)

);

 

위의 코드에서 보시다 시피, 해시테이블을 만들때, easeType을 지정하면 됩니다. 

 





[출처] iTween의 easetype|작성자 Jell


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출처 : http://www.tasharen.com/forum/index.php?topic=406.0


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Posted by blueasa
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NGUI Emoticons

Unity3D/NGUI / 2015. 2. 12. 01:16
我也没记清NGUI是哪个版本开始增加了表情这个功能,不过好像是3.0以后的,现在我就来简单的说说如何使用NGUI中新增的这个输入表情的功能的用法。

我们要准备表情图片,去网上随便找些表情来,我这是在百度后经过ps后得到表情,大家也可以自己去网上找下表情的图片,然后自己PS下得到自己所要的。我的如下:

1.png 

我们在这里要注意一下,表情图片最好是20X20大小,因为在外部是修改不了大小的,这个估计是NGUI作者封装在内部了,要去修改内部代码才行的哦。还有一个是如果想输入表情,暂时不支持动态字体的哦。所以得自己用BMFont去制作Bitmap字体。我将我已经制作好的Bitmap字体放进来了,如图:



我们将我们千辛万苦弄来的表情来制作成一个图集吧,待会会用到,我这如下:

3.png 

现在我将BMFont制作好的字体放进NGUI里面,然后用来创建字体图集。大家会发现这里和原来有点不一样了,在Output栏里面多了个Atlas这一栏,这个其实就是表情图集了。我们将我们的表情图集拖放到这一栏就可以了,然后点击创建吧。如图:

4.png 

我们现在来给表情定义特殊字体集合吧,其实就是解析这些定义的文字,然后用表情来代替他们显示,我们选择我们刚才创建的字体,就会发现有这个了:

    6.png 
然后我们点击展开一下,就会把我们的表情和一个特殊文字对应吧。我把一些对应的表情设置的如下:

7.png 

6  好了,现在我们可以来输入我们的自定义的表情了,我输入<:kx (就是开心那个表情对应的特殊字码)  如图:

8.png    9.png 

不要怀疑啊,就是这样简单。  没了。




5.png (13.65 KB, 下载次数: 5)

5.png



转:http://www.narkii.com/club/thread-313296-1.html




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Posted by blueasa
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1、可以使用BBCode标记

[b]Bold[/b]                      粗体
[i]italic[/i]                         斜体
[u]underline[/u]               下划线
[s]strikethrough[/s]         删除线
[sub]sub[/sub]               下标
[sup]sup[/sup]               上标
[00ff00]设置颜色[-]           设置显示颜色

[url=http://www.cnblogs.com/mrzivchu/][u]博客[/u][/url] 链接

例如设置颜色:

UILabel的Text内容为:[99ff00]n[-]gui: tools

展示效果则为:

这里主要说一下设置连接:

单单的在UILabel的Text里面写入这个是不够的:[url=http://www.cnblogs.com/mrzivchu/][u]博客[/u][/url] 链接

点击是不会产生效果的,我们还要为此UILabel添加一个Collider和一个脚本

脚本如下:

 

 void OnClick()
    {
        UILabel lbl = GetComponent<UILabel>();
        string url = lbl.GetUrlAtPosition(UICamera.lastWorldPosition);
        Application.OpenURL(url);
    }

 

脚本中的OnClick方法要想被触发,就必须要添加一个Collider,这个道理我想大家都懂得!

但要注意一点,假如UILabel的Text内容为:请点击[url=http://www.cnblogs.com/mrzivchu/]我的博客[/url]进入,欢迎大家来批评指正!

我只想点击《我的博客》四个字才去打开连接,而不是点击上面的任何字都可以打开连接,假如上面的文字尺寸是700x40,而《我的博客》四个字的尺寸是200x40,这时我们就可以设置Collider的Center和Size属性来设置点击的区域大小以满足我们的需求,可是当我运行程序的时候Center和Size会自动变为700x40,原来UILabel的Widget有个选项Collider,这个auto-adjust to match表示Collider大Size大小自动匹配为UILabel的Size大小,我们只要把这个勾取消即可!

如果你不想使用BBCode,那么UILabel有个选项BBCode,不勾选的话,就表示不使用BBCode

2、使用图片

我们只要在UILabel的Text里面写了:zwh:) 那么就会出现了一个笑脸图片:

 

为什么会这么神奇呢,原因在于你选择的Font,此处我选择的Font是Arimo20

Arimo20有三个关联的文件:

类型依次为:tga,prefab,txt

这时,我们点击类型为prefab文件,在Inspector窗口的UIFont可以看到

其中可以看到我们熟悉的 :) 笑脸标记,我们这时点击笑脸对应的Emotion - Smile ,展现出来的就是那个笑脸图片,而这个笑脸图片是存在Wooden Atlas图集里面的,如果我们想用其他图片的话,我们可以向Wooden Atlas图集里面增加我们需要展现的图片,然后在下面填写一个约定好的标记,类似于 :) 这样的标记,选择我们想要展现的图片,Add即可,图片的尺寸最好是20x20,以保证和文字上下在一条水平线上!

UILabel的Text为:zwh(bird)zwh 

显示为:

因为我的图片是60x60的,所以和文字上下不一样齐了,这也是我为什么建议图片尺寸是20x20的原因了!

另外说一个问题,我也不知道是不是存在的bug

此处我们为UIFont选择的图集是Wooden Atlas,Sprite是Arimo 20,Arimo 20大概对应的是字符格式,如果此时我们点击Sprite,将会弹出Wooden Atlas里面包含的所有sprite精灵,当我们点击Arimo 14或者Arimo 18的话,那么应用此Arimo20的UILabel将会变形:

原本是这样的:,变成了这样:

 

为Sprite选择Arimo20已经还原不会来了,还是会变形!

解决方案:

就是点击UIFont下的Import Data,也就是导入和Arimo20关联的三个类型(tga,prefab,txt)的文件中的txt文件即可!从而使Arimo的字符集格式还原回来!

另外:

UILabel还有一个Symbols选项,他有三个值:None,Normal,Colored,选择None,那么以 :) 这样形式显示的图片将不会展示,选择Normal(默认)将正常展示,选择Colored,那么图片将会被UILabel下的Color Tint所选择的颜色遮盖!其实这个Color Tint是对文字进行着色的,选择Colored那么也就是意味着图片也和文字应用同样的颜色!

其他属性

overflow:

1.ShrinkContent,总是显示所有文字,根据当前的width和height进行缩放
2.ClampContent,一看到Clamp就想起Clamp函数,也就是不管文本多少个字,根据当前的width和height来显示,超出部分 
不显示
3.ResizeFreely,会对当前的文字长度和行数来调整,UILabel的width和height,基本上是只在一行显示,超出的部分不显示
4.ResizeHeight,保持宽度不变,必要时增加高度。


Spacing :

X:设置字与字之间到间隔,可以为负数,设置得当可以反序

Y: 设置行与行之间的间隔。


Gradient :

设置 渐变字

Max Lines:

用来控制最多要多少行。用0表示不限制。如果设置成n的话,那么超过n的行的文字将不会显示!

 

实现动态文字展现的效果:

先上效果图:

 

层次:

content显示的是文字

bg显示是背景图(uisprite)

title是标题

第一步:先给content添加UIlabel和typewriter effect脚本:此脚本选项的解释如下:

chars per second:每秒显示多少个字符

fade in time:淡入时间

delay on period:延迟期

delay on new line:开始新行延迟时间

scroll view:需要指定scroll view

keep full dimentions:保持全部尺寸

第二步:

设置content组件uilabel的overflow(溢出方式)为ResizeHeight

第三步:

typewriter effect脚本的keep full dementions不要勾选,其他的默认即可

第四步:

设置bg背景图的UISprite的Anchors的Type为Unified(统一),Execute为OnUpdate,Target为mylabel即可!

Anchors的功能是:

物体A相对于所指定物体B的位置设置情况。可以设置离指定物体的上,下,左,右的偏移值,从而实现对齐,主要用在动态的效果的情况下,例如上面的title的位置就是相对于content而设置的,随着content文字的动态增加,title的位置也在不断的上移,实现对齐,避免位置错乱!这大概就是设置Anchors的好处吧!

这里我的title的anchors里面,只要设置了top+50即可,保持与content的顶部的距离即可,其他的可以不用设置!

target为指定物体B,而bg就是A,Execute指在更新时还是可用时去执行,type表示统一的还是高级的


출처 : http://www.cnblogs.com/MrZivChu/p/UILabel.html

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