Merge branch 'master' of git@ooftooft.net:Racesm.git

# Conflicts:
#	Assets/Images/Car Icons.meta
#	Assets/Imported Assets/EmaceArt/Slavic World Free/URP_Support/URP/URP_Standard.unitypackage.meta
#	Assets/Imported Assets/SimpleNaturePack/SimpleNaturePack_2020.3_HDRP_v1.24.unitypackage.meta
#	Assets/Imported Assets/SimpleNaturePack/SimpleNaturePack_2020.3_URP_v1.24.unitypackage.meta
#	Assets/Imported Assets/Toon Vehicles/Textures/Gradient/Materials.meta
#	Assets/ML-Agents/Timers/SampleScene_timers.json.meta
This commit is contained in:
PokingPines
2024-04-23 08:26:25 +02:00
68 changed files with 12437 additions and 1706 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CarCustomizationCamera : MonoBehaviour
{
new Transform transform;
public Transform car;
public float rotateSpeed;
public Vector3 startPosition;
public Quaternion startRotation;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.LookAt(car);
transform.position += transform.right * Time.deltaTime * rotateSpeed;
}
private void OnEnable() {
transform = GetComponent<Transform>();
transform.position = startPosition;
transform.rotation = startRotation;
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class ChangeCarColor : MonoBehaviour
{
public GameObject[] materialParts;
public Material[] defaultColors;
// Start is called before the first frame update
private void OnEnable() {
for (int i = 0; i < materialParts.Count(); i++)
{
GameObject part = materialParts[i];
Material color = defaultColors[i];
MeshRenderer renderer = part.GetComponent<MeshRenderer>();
renderer.material = color;
}
}
public void ChangeColor(Material color)
{
foreach (GameObject part in materialParts)
{
MeshRenderer renderer = part.GetComponent<MeshRenderer>();
renderer.material = color;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.UI;
public class Garage : MonoBehaviour
{
GameObject CurrentCar;
public Button[] CarButtons;
public GameObject[] Garages;
public GameObject[] CarBodies;
public Button[] ColorButtons;
public Material[] Colors;
quaternion currentRotation;
void Start()
{
CarButtons[0].onClick.AddListener(SelectHotrod);
CarButtons[1].onClick.AddListener(SelectCoupe);
CarButtons[2].onClick.AddListener(SelectBolide);
CarButtons[3].onClick.AddListener(SelectIcecreamTruck);
CarButtons[4].onClick.AddListener(SelectSportscar);
CarButtons[5].onClick.AddListener(SelectSchoolBus);
CarButtons[6].onClick.AddListener(SelectBulldozer);
CarButtons[7].onClick.AddListener(SelectPicupTruck);
ColorButtons[0].onClick.AddListener(SelectBlack);
ColorButtons[1].onClick.AddListener(SelectBlue);
ColorButtons[2].onClick.AddListener(SelectBrown);
ColorButtons[3].onClick.AddListener(SelectGray);
ColorButtons[4].onClick.AddListener(SelectGreen);
ColorButtons[5].onClick.AddListener(SelectOrange);
ColorButtons[6].onClick.AddListener(SelectPink);
ColorButtons[7].onClick.AddListener(SelectRed);
ColorButtons[8].onClick.AddListener(SelectTurquoise);
ColorButtons[9].onClick.AddListener(SelectViolet);
ColorButtons[10].onClick.AddListener(SelectWhite);
ColorButtons[11].onClick.AddListener(SelectYellow);
disable();
SelectHotrod();
}
private void FixedUpdate() {
CurrentCar.transform.eulerAngles += Vector3.up * 0.7f;
currentRotation = CurrentCar.transform.rotation;
}
void disable()
{
foreach (GameObject carGarage in Garages)
{
carGarage.SetActive(false);
}
}
void SelectCar(int i)
{
disable();
Garages[i].SetActive(true);
CurrentCar = CarBodies[i];
CurrentCar.transform.rotation = currentRotation;
}
void SelectHotrod()
{
SelectCar(0);
}
void SelectCoupe()
{
SelectCar(1);
}
void SelectBolide()
{
SelectCar(2);
}
void SelectIcecreamTruck()
{
SelectCar(3);
}
void SelectSportscar()
{
SelectCar(4);
}
void SelectSchoolBus()
{
SelectCar(5);
}
void SelectBulldozer()
{
SelectCar(6);
}
void SelectPicupTruck()
{
SelectCar(7);
}
void SelectBlack()
{
Material color = Colors[0];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectBlue()
{
Material color = Colors[1];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectBrown()
{
Material color = Colors[2];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectGray()
{
Material color = Colors[3];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectGreen()
{
Material color = Colors[4];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectOrange()
{
Material color = Colors[5];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectPink()
{
Material color = Colors[6];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectRed()
{
Material color = Colors[7];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectTurquoise()
{
Material color = Colors[8];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectViolet()
{
Material color = Colors[9];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectWhite()
{
Material color = Colors[10];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
void SelectYellow()
{
Material color = Colors[11];
CurrentCar.GetComponent<ChangeCarColor>().ChangeColor(color);
}
}

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using UnityEngine;
using System.Collections;
using System.IO;
//https://gist.github.com/bitbutter/302da1c840b7c93bc789
/*
Usage:
1. Attach this script to your chosen camera's game object.
2. Set that camera's Clear Flags field to Solid Color.
3. Use the inspector to set frameRate and framesToCapture
4. Choose your desired resolution in Unity's Game window (must be less than or equal to your screen resolution)
5. Turn on "Maximise on Play"
6. Play your scene. Screenshots will be saved to YourUnityProject/Screenshots by default.
*/
public class TransparentBackgroundScreenshotRecorder : MonoBehaviour {
#region public fields
[Tooltip("A folder will be created with this base name in your project root")]
public string folderBaseName = "Screenshots";
[Tooltip("How many frames should be captured per second of game time")]
public int frameRate = 24;
[Tooltip("How many frames should be captured before quitting")]
public int framesToCapture = 24;
#endregion
#region private fields
private string folderName = "";
private GameObject whiteCamGameObject;
private Camera whiteCam;
private GameObject blackCamGameObject;
private Camera blackCam;
private Camera mainCam;
private int videoFrame = 0; // how many frames we've rendered
private float originalTimescaleTime;
private bool done=false;
private int screenWidth;
private int screenHeight;
private Texture2D textureBlack;
private Texture2D textureWhite;
private Texture2D textureTransparentBackground;
#endregion
void Awake () {
mainCam = gameObject.GetComponent<Camera>();
CreateBlackAndWhiteCameras ();
CreateNewFolderForScreenshots ();
CacheAndInitialiseFields ();
Time.captureFramerate = frameRate;
}
void LateUpdate () {
if(!done){
StartCoroutine(CaptureFrame());
} else {
Debug.Log("Complete! "+videoFrame+" videoframes rendered. File names are 0 indexed)");
Debug.Break();
}
}
IEnumerator CaptureFrame (){
yield return new WaitForEndOfFrame();
if(videoFrame < framesToCapture) {
RenderCamToTexture(blackCam,textureBlack);
RenderCamToTexture(whiteCam,textureWhite);
CalculateOutputTexture ();
SavePng ();
videoFrame++;
Debug.Log("Rendered frame " +videoFrame);
videoFrame++;
} else {
done=true;
StopCoroutine("CaptureFrame");
}
}
void RenderCamToTexture (Camera cam, Texture2D tex){
cam.enabled=true;
cam.Render();
WriteScreenImageToTexture(tex);
cam.enabled=false;
}
void CreateBlackAndWhiteCameras (){
whiteCamGameObject = (GameObject) new GameObject();
whiteCamGameObject.name="White Background Camera";
whiteCam=whiteCamGameObject.AddComponent<Camera>();
whiteCam.CopyFrom(mainCam);
whiteCam.backgroundColor=Color.white;
whiteCamGameObject.transform.SetParent(gameObject.transform, true);
blackCamGameObject = (GameObject) new GameObject();
blackCamGameObject.name="Black Background Camera";
blackCam=blackCamGameObject.AddComponent<Camera>();
blackCam.CopyFrom(mainCam);
blackCam.backgroundColor=Color.black;
blackCamGameObject.transform.SetParent(gameObject.transform, true);
}
void CreateNewFolderForScreenshots (){
// Find a folder name that doesn't exist yet. Append number if necessary.
folderName = folderBaseName;
int count = 1;
while (System.IO.Directory.Exists (folderName)) {
folderName = folderBaseName + count;
count++;
}
System.IO.Directory.CreateDirectory (folderName); // Create the folder
}
void WriteScreenImageToTexture (Texture2D tex){
tex.ReadPixels (new Rect (0, 0, screenWidth, screenHeight), 0, 0);
tex.Apply ();
}
void CalculateOutputTexture (){
Color color;
for (int y = 0; y < textureTransparentBackground.height; ++y) {
// each row
for (int x = 0; x < textureTransparentBackground.width; ++x) {
// each column
float alpha = textureWhite.GetPixel (x, y).r - textureBlack.GetPixel (x, y).r;
alpha = 1.0f - alpha;
if (alpha == 0) {
color = Color.clear;
}
else {
color = textureBlack.GetPixel (x, y) / alpha;
}
color.a = alpha;
textureTransparentBackground.SetPixel (x, y, color);
}
}
}
void SavePng (){
string name = string.Format ("{0}/{1:D04} shot.png", folderName, videoFrame);
var pngShot = textureTransparentBackground.EncodeToPNG ();
File.WriteAllBytes (name, pngShot);
}
void CacheAndInitialiseFields (){
originalTimescaleTime = Time.timeScale;
screenWidth = Screen.width;
screenHeight = Screen.height;
textureBlack = new Texture2D (screenWidth, screenHeight, TextureFormat.RGB24, false);
textureWhite = new Texture2D (screenWidth, screenHeight, TextureFormat.RGB24, false);
textureTransparentBackground = new Texture2D (screenWidth, screenHeight, TextureFormat.ARGB32, false);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Garage : MonoBehaviour
{
public Button HotrodButton;
public GameObject HotrodGarage;
public Button RacecarButton;
public GameObject RacecarGarage;
public Button FordButton;
public GameObject FordGarage;
// Start is called before the first frame update
void Start()
{
HotrodButton.onClick.AddListener(SelectHotrod);
RacecarButton.onClick.AddListener(SelectRacecar);
FordButton.onClick.AddListener(SelectFord);
disable();
HotrodGarage.SetActive(true);
}
void enable()
{
HotrodGarage.SetActive(true);
RacecarGarage.SetActive(true);
FordGarage.SetActive(true);
}
void disable()
{
HotrodGarage.SetActive(false);
RacecarGarage.SetActive(false);
FordGarage.SetActive(false);
}
void SelectHotrod()
{
disable();
HotrodGarage.SetActive(true);
}
void SelectRacecar()
{
disable();
RacecarGarage.SetActive(true);
}
void SelectFord()
{
disable();
FordGarage.SetActive(true);
}
}

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