master
exsersewo 4 years ago
parent 55bfa21b87
commit 518efaac44
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.gitignore vendored

@ -1,353 +1,74 @@
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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Collections.Generic;
using UnityEditor.SceneManagement;
namespace EModules
{
[InitializeOnLoad]
public static class AutoSaveHandler
{
static CachedFloat __m_saveInterval = new CachedFloat("EModules/AutoSave/auto2", 5);
static float m_saveInterval {
get { return (float)__m_saveInterval * 60; }
set { __m_saveInterval.Set( value / 60 ); ; }
}
static CachedBool m_debug = new CachedBool("EModules/AutoSave/auto3", false);
static float? launchTime;
static CachedBool m_enable= new CachedBool("EModules/AutoSave/enablesave", true);
static CachedInt m_filesCount= new CachedInt("EModules/AutoSave/auto1", 10);
static CachedFloat __lastSave = new CachedFloat("EModules/AutoSave/nextsave", 0);
static float lastSave {
get { return (float)__lastSave; }
set { __lastSave.Set( value ); ; }
}
static float EDITOR_TIMER {
get { return (float)(EditorApplication.timeSinceStartup % 1000000); }
}
static string AutoSaveFolder {
get { return string.IsNullOrEmpty( GET_STRING( "Auto-Save Location" ) ) ? "AutoSave" : GET_STRING( "Auto-Save Location" ); }
set { SET_STRING( "Auto-Save Location" , value ); }
}
static string autoSaveFileName {
get {
if ( !System.IO.Directory.Exists( Application.dataPath + "/" + AutoSaveFolder ) ) {
System.IO.Directory.CreateDirectory( Application.dataPath + "/" + AutoSaveFolder );
AssetDatabase.Refresh();
}
//if (!AssetDatabase.IsValidFolder("Assets/" + AutoSaveFolder)) AssetDatabase.CreateFolder("Assets", AutoSaveFolder);
var files = System.IO.Directory.GetFiles(Application.dataPath + "/" + AutoSaveFolder).Select(f => f.Replace('\\', '/')).Where(f =>
f.EndsWith(".unity") && f.Substring(f.LastIndexOf('/') + 1).StartsWith("AutoSave")).ToArray();
if ( files.Length == 0 ) return "AutoSave_00";
var times = files.Select(System.IO.File.GetCreationTime).ToList();
var max = times.Max();
var ind = times.IndexOf(max);
var count = 0;
files = files.Select( n => n.Remove( n.LastIndexOf( '.' ) ) ).ToArray();
if ( int.TryParse( files[ind].Substring( files[ind].Length - 2 ) , out count ) ) {
count = (count + 1) % m_filesCount;
return "AutoSave_" + count.ToString( "D2" );
}
return "AutoSave_00";
}
}
//* INITIALIZATION *//
static AutoSaveHandler() {
EditorApplication.update -= UpdateCS;
EditorApplication.update += UpdateCS;
resetSet();
}
static void resetSet() {
// if ( !HAS_KEY( "enablesave" ) ) SET_INT( "enablesave" , 1 );
// m_enable = GET_INT( "enablesave" ) == 1;
// if ( HAS_KEY( "auto1" ) ) {
// m_filesCount = GET_INT( "auto1" );
// m_saveInterval = GET_INT( "auto2" ) * 60;
// m_debug = GET_BOOL( "auto3" );
}
//* INITIALIZATION *//
//#if UNITY_2018_3_OR_NEWER
#if !UNITY_2018_3_OR_NEWER
[PreferenceItem( "Auto-Save" )]
public static void OnPreferencesGUI() {
_OnPreferencesGUI( null );
}
#else
[SettingsProvider]
static SettingsProvider MyNewPrefCode0() {
var p = new MyPrefSettingsProvider("Preferences/Auto-Save" ,SettingsScope.User );
p.keywords = new[] { "AutoSaveAuto SaveEmodulesei" };
return p;
}
private class MyPrefSettingsProvider : SettingsProvider
{
public MyPrefSettingsProvider( string path , SettingsScope scopes = SettingsScope.User ) : base( path , scopes ) { }
public override void OnGUI( string searchContext ) {
_OnPreferencesGUI( searchContext );
}
}
#endif
//* GUI *//
public static void _OnPreferencesGUI( string searchContext ) {
EditorGUILayout.LabelField( "Assets/" + AutoSaveFolder + " - Auto-Save Location" );
var R = EditorGUILayout.GetControlRect(GUILayout.Height(30));
GUI.Box( R , "" );
R.x += 7;
R.y += 7;
m_enable.Set( EditorGUI.ToggleLeft( R , "Enable" , m_enable ) );
GUI.enabled = m_enable;
m_filesCount.Set( Mathf.Clamp( EditorGUILayout.IntField( "Maximum Files Version" , m_filesCount ) , 1 , 99 ) );
m_saveInterval = Mathf.Clamp( EditorGUILayout.IntField( "Save Every (Minutes)" , (int)(m_saveInterval / 60) ) , 1 , 60 ) * 60;
var location = EditorGUILayout.TextField("Location", AutoSaveFolder).Replace('\\', '/');
if ( location.IndexOfAny( System.IO.Path.GetInvalidPathChars() ) >= 0 ) location = AutoSaveFolder;
m_debug.Set( EditorGUILayout.Toggle( "Log" , m_debug ) );
if ( GUI.changed ) {
AutoSaveFolder = location;
/*SET_INT( "enablesave" , m_enable ? 1 : 0 );
SET_INT( "auto1" , m_filesCount );
SET_INT( "auto2" , (int)(m_saveInterval / 60) );
SET_BOOL( "auto3" , m_debug );*/
lastSave = (float)EDITOR_TIMER;
resetSet();
}
GUI.enabled = true;
}
//* GUI *//
static float speeder = 0;
//* UPDATER *//
public static void UpdateCS() {
if ( !m_enable ) return;
if ( Application.isPlaying ) {
if ( launchTime == null ) launchTime = EDITOR_TIMER;
return;
}
if ( launchTime != null ) {
lastSave += (float)(EDITOR_TIMER - launchTime.Value);
launchTime = null;
}
if ( Mathf.Abs( speeder - EDITOR_TIMER ) < 4 ) return;
speeder = EDITOR_TIMER;
if ( Mathf.Abs( lastSave - (float)EDITOR_TIMER ) >= m_saveInterval * 2 ) {
lastSave = (float)EDITOR_TIMER;
resetSet();
}
if ( Mathf.Abs( lastSave - (float)EDITOR_TIMER ) >= m_saveInterval ) {
SaveScene();
EditorApplication.update -= UpdateCS;
EditorApplication.update += UpdateCS;
}
}
static void SaveScene() {
if ( !System.IO.Directory.Exists( Application.dataPath + "/" + AutoSaveFolder ) ) {
System.IO.Directory.CreateDirectory( Application.dataPath + "/" + AutoSaveFolder );
AssetDatabase.Refresh();
}
var relativeSavePath = "Assets/" + AutoSaveFolder + "/";
EditorSceneManager.SaveScene( EditorSceneManager.GetActiveScene() , relativeSavePath + autoSaveFileName + ".unity" , true );
var dif = (float)EDITOR_TIMER - lastSave - m_saveInterval;
if ( dif < m_saveInterval && dif > 0 ) lastSave = (float)EDITOR_TIMER - dif;
else lastSave = (float)EDITOR_TIMER;
if ( m_debug )
Debug.Log( "Auto-Save Current Scene: " + relativeSavePath + autoSaveFileName + ".unity" );
}
//* UPDATER *//
public class CachedBool
{
public CachedBool( string key , bool defaultValue ) {
this.key = key;
this.defaultValue = defaultValue ? 1 : 0;
this.lastDif = -1;
}
string key;
int lastDif;
int defaultValue;
bool CurrentDif {
get {
if ( lastDif == -1 ) lastDif = EditorPrefs.GetInt( key , defaultValue );
return lastDif == 1;
}
set {
if ( lastDif == -1 ) lastDif = EditorPrefs.GetInt( key , defaultValue );
if ( lastDif == (value ? 1 : 0) ) return;
lastDif = value ? 1 : 0;
EditorPrefs.SetInt( key , value ? 1 : 0 );
}
}
public static implicit operator bool( CachedBool d ) {
return d.CurrentDif;
}
internal void Set( bool i ) {
CurrentDif = i;
}
}
public class CachedFloat
{
public CachedFloat( string key , float defaultValue ) {
this.key = key;
this.defaultValue = defaultValue;
this.lastDif = -1;
}
string key;
float lastDif;
float defaultValue;
float CurrentDif {
get {
if ( lastDif == -1 ) lastDif = EditorPrefs.GetFloat( key , defaultValue );
return lastDif;
}
set {
if ( lastDif == -1 ) lastDif = EditorPrefs.GetFloat( key , defaultValue );
if ( lastDif == value ) return;
lastDif = value;
EditorPrefs.SetFloat( key , value );
}
}
public static implicit operator float( CachedFloat d ) {
return d.CurrentDif;
}
internal void Set( float i ) {
CurrentDif = i;
}
}
public class CachedInt
{
public CachedInt( string key , int defaultValue ) {
this.key = key;
this.defaultValue = defaultValue;
this.lastDif = -1;
}
string key;
int lastDif;
int defaultValue;
int CurrentDif {
get {
if ( lastDif == -1 ) lastDif = EditorPrefs.GetInt( key , defaultValue );
return lastDif;
}
set {
if ( lastDif == -1 ) lastDif = EditorPrefs.GetInt( key , defaultValue );
if ( lastDif == value ) return;
lastDif = value;
EditorPrefs.SetInt( key , value );
}
}
public static implicit operator int( CachedInt d ) {
return d.CurrentDif;
}
internal void Set( int i ) {
CurrentDif = i;
}
}
static string GET_STRING( string key ) {
return EditorPrefs.GetString( "EModules/AutoSave/" + key );
}
static void SET_STRING( string key , string value ) {
EditorPrefs.SetString( "EModules/AutoSave/" + key , value );
}
}
}
#endif
//* private *//
//* private *//
//* editorprefs *//
/*static float GET_FLOAT( string key ) {
return EditorPrefs.GetFloat( "EModules/AutoSave/" + key );
}
static void SET_FLOAT( string key , float value ) {
EditorPrefs.SetFloat( "EModules/AutoSave/" + key , value );
}
static string GET_STRING( string key ) {
return EditorPrefs.GetString( "EModules/AutoSave/" + key );
}
static void SET_STRING( string key , string value ) {
EditorPrefs.SetString( "EModules/AutoSave/" + key , value );
}
static int GET_INT( string key ) {
return EditorPrefs.GetInt( "EModules/AutoSave/" + key );
}
static void SET_INT( string key , int value ) {
EditorPrefs.SetInt( "EModules/AutoSave/" + key , value );
}
static bool GET_BOOL( string key ) {
return EditorPrefs.GetBool( "EModules/AutoSave/" + key );
}
static void SET_BOOL( string key , bool value ) {
EditorPrefs.SetBool( "EModules/AutoSave/" + key , value );
}
static bool HAS_KEY( string key ) {
if ( EditorPrefs.HasKey( "EModules/AutoSave/" + key ) ) return true;
return false;
/ * if (EditorPrefs.HasKey( "AutoSave/" + key )) return true;
return EditorPrefs.HasKey( key );* /
}*/
//* editorprefs *//
//* props *//
/* static float lastSave {
get { return GET_FLOAT( "nextsave" ); }
set { EditorPrefs.SetFloat( "nextsave" , value ); }
}*/
/* class MyCustomSettingsProvider : SettingsProvider
{
private SerializedObject m_CustomSettings;
public MyCustomSettingsProvider( string path , SettingsScope scope = SettingsScope.Project )
: base( path , scope ) { }
public static bool IsSettingsAvailable() {
return true;
}
public override void OnActivate( string searchContext , UnityEngine.UIElements.VisualElement rootElement ) {
}
public override void OnGUI( string searchContext ) {
_OnPreferencesGUI( searchContext );
}
// Register the SettingsProvider
[SettingsProvider]
public static SettingsProvider CreateMyCustomSettingsProvider() {
if ( IsSettingsAvailable() ) {
var provider = new MyCustomSettingsProvider("Project/Auto-Save", SettingsScope.Project);
// Automatically extract all keywords from the Styles.
provider.keywords = new HashSet<string>( new[] { "AutoSave" , "Auto" , "Save" , "Auto-Save" } );
return provider;
}
// Settings Asset doesn't exist yet; no need to display anything in the Settings window.
return null;
}
}*/
/* static class MyCustomSettingsIMGUIRegister
{
}
[SettingsProvider]
public static SettingsProvider CreateMyCustomSettingsProvider() {
// First parameter is the path in the Settings window.
// Second parameter is the scope of this setting: it only appears in the Project Settings window.
var provider = new SettingsProvider("Preferences/Auto-Save", SettingsScope.Project)
{
// By default the last token of the path is used as display name if no label is provided.
label = "Auto-Save",
// Create the SettingsProvider and initialize its drawing (IMGUI) function in place:
guiHandler = _OnPreferencesGUI,
// Populate the search keywords to enable smart search filtering and label highlighting:
keywords = new HashSet<string>(new[] { "AutoSave", "Auto", "Save" , "Auto-Save" })
};
Debug.Log( "ASD" );
return provider;
}*/

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# Auto detect text files and perform LF normalization
* text=auto

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You may use the HoloLens MDL2 fonts or glyphs included in this file (“Software”) solely to design, develop and test your programs that run on a Microsoft Platform, a Microsoft Platform includes but is not limited to any hardware or software product or service branded by trademark, trade dress, copyright or some other recognized means, as a product or service of Microsoft.
This license does not grant you the right to distribute or sublicense all or part of the Software to any third party.
By using the Software you agree to these terms.
If you do not agree to these terms, do not use the Software.

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# HoloLens-MDL2_Icons
PNG icon library for developing Microsoft HoloLens Applications using [MixedRealityToolkit-Unity](https://github.com/Microsoft/MixedRealityToolkit-Unity)
.
## Usage
* Drag [png images](./png512/) to _/Assets/HoloToolkit/UX/Textures/Icons/_ on your Unity projects.
* Change _Texture type_ to '__Sprite (2D and UI)__'
## License
PNG images are genarated from [HoloLens MDL2 fonts](https://docs.microsoft.com/en-us/windows/uwp/design/downloads/).
HoloLens MDL2 fonts EULA is :
> You may use the HoloLens MDL2 fonts or glyphs included in this file (“Software”) solely to design, develop and test your programs that run on a Microsoft Platform, a Microsoft Platform includes but is not limited to any hardware or software product or service branded by trademark, trade dress, copyright or some other recognized means, as a product or service of Microsoft. This license does not grant you the right to distribute or sublicense all or part of the Software to any third party. By using the Software you agree to these terms. If you do not agree to these terms, do not use the Software.
## Related
* [MixedRealityToolkit-Unity/Assets/HoloToolkit/UX/Textures/Icons/](https://github.com/Microsoft/MixedRealityToolkit-Unity/tree/master/Assets/HoloToolkit/UX/Textures/Icons)
* [Design toolkits and samples for UWP apps](https://docs.microsoft.com/en-us/windows/uwp/design/downloads/)
* [Segoe MDL2 icons on Windows Dev Center](https://docs.microsoft.com/en-us/windows/uwp/design/style/segoe-ui-symbol-font)

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