+ /// [CanBeNull] object Test() => null;
+ ///
+ /// void UseTest() {
+ /// var p = Test();
+ /// var s = p.ToString(); // Warning: Possible 'System.NullReferenceException'
+ /// }
+ ///
+ /// [NotNull] object Foo() {
+ /// return null; // Warning: Possible 'null' assignment
+ /// }
+ ///
+ /// [StringFormatMethod("message")]
+ /// void ShowError(string message, params object[] args) { /* do something */ }
+ ///
+ /// void Foo() {
+ /// ShowError("Failed: {0}"); // Warning: Non-existing argument in format string
+ /// }
+ ///
+ /// void Foo(string param) {
+ /// if (param == null)
+ /// throw new ArgumentNullException("par"); // Warning: Cannot resolve symbol
+ /// }
+ ///
+ /// public class Foo : INotifyPropertyChanged {
+ /// public event PropertyChangedEventHandler PropertyChanged;
+ ///
+ /// [NotifyPropertyChangedInvocator]
+ /// protected virtual void NotifyChanged(string propertyName) { ... }
+ ///
+ /// string _name;
+ ///
+ /// public string Name {
+ /// get { return _name; }
+ /// set { _name = value; NotifyChanged("LastName"); /* Warning */ }
+ /// }
+ /// }
+ ///
+ /// Examples of generated notifications:
+ /// Function Definition Table syntax:
+ ///
+ /// [ContractAnnotation("=> halt")]
+ /// public void TerminationMethod()
+ ///
+ /// [ContractAnnotation("halt <= condition: false")]
+ /// public void Assert(bool condition, string text) // regular assertion method
+ ///
+ /// [ContractAnnotation("s:null => true")]
+ /// public bool IsNullOrEmpty(string s) // string.IsNullOrEmpty()
+ ///
+ /// // A method that returns null if the parameter is null,
+ /// // and not null if the parameter is not null
+ /// [ContractAnnotation("null => null; notnull => notnull")]
+ /// public object Transform(object data)
+ ///
+ /// [ContractAnnotation("=> true, result: notnull; => false, result: null")]
+ /// public bool TryParse(string s, out Person result)
+ ///
+ /// [LocalizationRequiredAttribute(true)]
+ /// class Foo {
+ /// string str = "my string"; // Warning: Localizable string
+ /// }
+ ///
+ /// [CannotApplyEqualityOperator]
+ /// class NoEquality { }
+ ///
+ /// class UsesNoEquality {
+ /// void Test() {
+ /// var ca1 = new NoEquality();
+ /// var ca2 = new NoEquality();
+ /// if (ca1 != null) { // OK
+ /// bool condition = ca1 == ca2; // Warning
+ /// }
+ /// }
+ /// }
+ ///
+ /// [BaseTypeRequired(typeof(IComponent)] // Specify requirement
+ /// class ComponentAttribute : Attribute { }
+ ///
+ /// [Component] // ComponentAttribute requires implementing IComponent interface
+ /// class MyComponent : IComponent { }
+ ///
+ /// [Pure] int Multiply(int x, int y) => x * y;
+ ///
+ /// void M() {
+ /// Multiply(123, 42); // Waring: Return value of pure method is not used
+ /// }
+ ///
+ /// class Foo {
+ /// [ProvidesContext] IBarService _barService = ...;
+ ///
+ /// void ProcessNode(INode node) {
+ /// DoSomething(node, node.GetGlobalServices().Bar);
+ /// // ^ Warning: use value of '_barService' field
+ /// }
+ /// }
+ ///
+ /// [SourceTemplate]
+ /// public static void forEach<T>(this IEnumerable<T> xs) {
+ /// foreach (var x in xs) {
+ /// //$ $END$
+ /// }
+ /// }
+ ///
+ ///
+ /// [SourceTemplate, Macro(Target = "item", Expression = "suggestVariableName()")]
+ /// public static void forEach<T>(this IEnumerable<T> collection) {
+ /// foreach (var item in collection) {
+ /// //$ $END$
+ /// }
+ /// }
+ ///
+ /// Applying the attribute on a template method parameter:
+ ///
+ /// [SourceTemplate]
+ /// public static void something(this Entity x, [Macro(Expression = "guid()", Editable = -1)] string newguid) {
+ /// /*$ var $x$Id = "$newguid$" + x.ToString();
+ /// x.DoSomething($x$Id); */
+ /// }
+ ///
+ ///
+ /// [ActionName("Foo")]
+ /// public ActionResult Login(string returnUrl) {
+ /// ViewBag.ReturnUrl = Url.Action("Foo"); // OK
+ /// return RedirectToAction("Bar"); // Error: Cannot resolve action
+ /// }
+ ///
Math.DivRem
function which is not available on UWP (hololens) (#61)
+ - Fixed PUN integration throwing ErrorWrongSession errors if used in multiple sessions
+ - Sending "User Left" events for all users in the session immediately before shutting down the session
+ - Fixed the volume setting being ignored when opening a new channel (it was previously always initialised to 1)
+ - Fixed a potential crash in the server if a non Dissonance packet was passed to the server
+ - Ensured that client always disconnects itself if any exception occurs when updating the client - it should instantly attempt to reconnect itself to recover from the error
+
+**Known Issues:**
+ - UWP does not support ARM architecture (i.e. Windows Phone - Contact us if you're interested in this)
+ - No Acoustic Echo Cancellation (Work in progress - Contact us if you're interested in helping to test this)
+
+## v3.0.2 (2017-09-08)
+
+**Bug Fixes:**
+ - Fixed an issue which would cause joining clients to crash if any other client had ever left the session.
+
+## v3.0.1 (2017-09-07)
+
+**Features:**
+ - Added an update window which will pop up when a new version of Dissonance is available
+ - The window will only show up once for each new version
+ - If you do not want this it is easy to toggle off the check and it will _never_ show up again
+ - Added dynamic quality adjustment based on packet loss - encoder will dynamically trade off quality for packet loss resilience (#47)
+ - Upgraded to Opus 1.2.1, this will slightly improve the quality of high quality speech
+ - Modified the encoder to more promptly close channels, this will slightly improve the last 250ms of speech
+ - Added in a `BasePath` const which is used as the root of all direct filesystem access Dissonance does in the editor (#51)
+ - Added more items to the `Window > Dissonance` menu
+ - Added a warning (printed into the log) if `Application.runInBackground` is not set
+
+**Bug Fixes:**
+ - Fixed the network system not properly removing clients when they left the session - this would cause the server to crash when the ~30th person joined the session.
+ - Fixed the `OnStartedSpeaking` event being invoked when a player had multiple channels open and closed one (but continued speaking)
+ - Fixed noise suppressor level not being applied (it always used the `High` setting)
+ - Fixed a rare case where the voice detector could stop receiving events when the capture pipeline was reset
+ - Fixed a exception in the HLAPI integration when Dissonance tries to send a packet before the HLAPI is ready (#48)
+ - Fixed audio desync on clients if the editor is paused while someone is speaking
+ - Fixed audio desync when the editor stutters e.g. due to editor GUI interaction (#28)
+
+**Known Issues:**
+ - UWP does not support ARM architecture (i.e. Windows Phone - Contact us if you're interested in this)
+ - No Acoustic Echo Cancellation (Work in progress)
+ - iOS does not support bitcode (Work in progress)
+
+## v3.0.0 (2017-08-15)
+
+**Features:**
+ - UWP Support
+ - Supported Architectures: x86, x86_64
+ - Forge Remastered Network Integration
+ - Added per channel volumes
+ - Added soft fade-in and fade-out to broadcast triggers
+ - Total internal rewrite of networking system to support optional p2p routing
+ - Significantly reduces latency and slightly reduces bandwidth costs
+ - Small BREAKING CHANGE to custom network integrations. Generic TPeer type must be a struct
+ - Added the ability to change Microphone at runtime (DissonanceComms:MicrophoneName property)
+ - Added a list of currently available Microphones to the DissonanceComms component inspector
+
+**Bug Fixes:**
+ - Fixed a Mac specific issue which would cause a crash in the microphone system if a headset was plugged in while recording (#33)
+ - Fixed multithreading issue in the Voice Activation Detector which could cause a segfault (#44)
+ - Fixed unsafe multithreaded access to preprocessor and encoder (#44)
+ - Prevented volume based comms trigger from attemtping to access dead objects if object is destroyed while inside trigger volume
+ - Fixed a null reference exception in HLAPI integration if HLAPI unexpectedly turns null
+
+**Known Issues:**
+ - UWP does not support ARM architecture (Windows phone)
+ - No Acoustic Echo Cancellation
+
+## v2.0.0 (2017-07-29)
+
+**New Features:**
+* Network restarts
+* Host migration
+* WebRTC based preprocessing pipeline
+* Added local mute with the VoicePlayerState:IsLocallyMuted property
+
+**Bug Fixes:**
+* Prevented VoicePlayerState:Priority property throwing an exception if accessed while no voice audio is playing
+* Fixed a null reference exception in the Forge integration when a connection is compared with null
+* Refactored how local mute works so the VAD still processes data even when the player is muted
+
+**Known Issues:**
+* Lacking platform support for Windows Universal Platform
+* No Acoustic Echo Cancellation
+* Disconnecting and reconnecting a headset can cause errors (believed to be a Mac specific error). Track Issue #33
+
+## v1.1.1 (2017-06-15)
+
+**New Features:**
+* Photon BOLT support
+* Totally overhauled all demo scenes
+* Added a checkbox to the LLAPI to disable it's network management (to prevent it from interfering with other LLAPI sessions).
+
+**Bug Fixes:**
+* Overhauled network disconnection logic to make it robustly handle a number of error cases
+* Fixed network simulation losing reliable packets
+* Fixed playback system throwing an overflow exception if a client disconnected while talking and then immediately reconnected
+* Fixed collider triggers sometimes not deactivating correctly when an entity leaves their volume
+* Fixed the HLAPI server writing a misleading (but harmless) error message when it is shutdown
+* Fixed trigger inspector showing the wrong room if the actual room no longer exists
+
+**Known Issues:**
+* Lacking platform support for Windows Universal Platform
+* No Acoustic Echo Cancellation
+* Disconnecting and reconnecting a headset can cause errors in some circumstances (possibly Mac only)
+
+## v1.1.0 (2017-06-10)
+
+**New Features:**
+* Photon BOLT support
+* Totally overhauled all demo scenes
+* Added a checkbox to the LLAPI to disable it's network management (to prevent it from interfering with other LLAPI sessions).
+
+**Bug Fixes:**
+* Overhauled network disconnection logic to make it robustly handle a number of error cases
+* Fixed network simulation losing reliable packets
+* Fixed playback system throwing an overflow exception if a client disconnected while talking and then immediately reconnected
+* Fixed collider triggers sometimes not deactivating correctly when an entity leaves their volume
+* Fixed the HLAPI server writing a misleading (but harmless) error message when it is shutdown
+* Fixed trigger inspector showing the wrong room if the actual room no longer exists
+
+**Known Issues:**
+* Lacking platform support for Windows Universal Platform
+* No Acoustic Echo Cancellation
+* Disconnecting and reconnecting a headset can cause errors in some circumstances (possibly Mac only)
+
+## v1.0.10 (2017-05-04)
+
+**Bug Fixes:**
+* Urgent fix for the welcome window introduced in 1.0.9 to ensure it pops up for all users on the first install
+* Fixed player disconnection tracking for HLAPI when running in dedicated server mode
+* Fixed voice not being received when no microphone is connected
+
+**Known Issues:**
+* Lacking platform support for Windows Universal Platform
+
+## v1.0.9 (2017-04-27)
+
+**New Features:**
+* New 'Welcome Window' pops up when you install a new version of Dissonance. Directs you to the online changelog and the integrations download site
+ * Integration have been removed from the package, they are now all available online
+* Added a VoicePlayerState object for the local player, provides events and live amplitude measurement for the local player
+
+**Bug Fixes:**
+* Fixed null reference exception being thrown if the VoiceBroadcastTrigger was misconfigured
+* Added a 4 byte session ID to the network layer (this can handle someone trying to run two Dissonance sessions on the same IP address)
+* Fixed PhotonCommsNetwork integration never properly shutting itself down (#25)
+
+**Known Issues:**
+* Lacking platform support for Windows Universal Platform
+
+## v1.0.8 (2017-04-10)
+
+**New Features:**
+* Completely new VAD! Based on the excellent voice detector created for the Chromium WebRTC project.
+* Showing live network traffic rates in the Dissonance network inspector (10 second moving average of traffic sent)
+* Improved calculation of microphone sample rate to do less unnecessary work when connected to a very high sample rate mic
+* Added 4 events to DissonanceComms:
+ * OnPlayerJoinedSession
+ * OnPlayerLeftSession
+ * OnPlayerStartedSpeaking
+ * OnPlayerStoppedSpeaking
+* Updated all custom editors to properly push onto the undo/redo stack when Dissonance components are modified
+
+**Bug Fixes:**
+* Fixed a potential desync between capture and playback when the microphone preprocessor input queue is full
+* Made it significantly less likely that the microphone preprocessor input queue will ever fill up
+* Prevented erroneuous error being printed in some circumstances ("Attempted to stop a session, but there is no active session")
+* Fixed VUMeter not compiling on Unity 5.4
+* Fixed Unity editor loading the wrong DLLs when configured for iOS platform
+* Fixed the playback system failing to play audio if the capture system closes a channel and re-opens the same channel within 40ms
+* Changed PlaybackPrefab (the non spatialized version) to not be spatialized
+
+**Known Issues:**
+* Lacking platform support for Windows Universal Platform
+
+## v1.0.7 (2017-04-04)
+
+**New Features:**
+* SALSA + Dissonance integration for real time lip sync!
+
+## v1.0.6 (2017-03-24)
+
+**New Features:**
+* Dedicated server support for LLAPI and HLAPI
+* Added some extra properties to VoicePlayerState (references to IDissonancePlayer component and VoicePlayback component for this player)
+* Added some extra events to VoicePlayerState which are raised when a player starts/stops talking and leaves the session.
+* Added an option to choose the microphone to use (MicrophoneName property on DissonanceComms - currently may only be set before the component is enabled)
+* Added live traffic statistics to the comms network inspector (packet/bandwidth counts for different classes of traffic)
+
+**Bug Fixes:**
+* Fixed the default spatial blend on a playback prefab being 0.0 (now it's 1.0)
+* Fixed positional audio playback when a spatializer is not in use (use the SpatializedPlaybackPrefab in Plugins/Dissonance/Resources if you are using a spatializer)
+* Fixed the jitter measurement from one player sometimes being applied to the next player to use that recycled playback instance for the first 1.2 seconds of speech
+* Fixed the playback pipeline being reset too eagerly (occasionally cutting off the first 2 frames of speech)
+
+**Known Issues:**
+* Lacking platform support for Windows Universal Platform
+* VAD does not always work well (particularly on mobile devices)
+
+## v1.0.5 (2017-03-06)
+
+**New Features:**
+* Added an inspector for the SamplePlaybackComponent which shows statistics on the playback pipeline
+
+**Bug Fixes:**
+* Fixed a multithreaded torn variable read on 32 bit systems
+* Fixed some serialization errors in the Forge demo scene
+* Included LLAPI demo scene in package
+* Fixed the `WaveFormat` property of the SpeechSession being wrong value
+* Fixed the playback system consuming samples at the wrong rate in some circumstances (causing serious desyncs)
+* Fixed the microphone capture pipeline losing samples when the pipeline is overloaded
+* Automatically resizing the buffers in the capture pipeline to make it harder to overload
+
+**Known Issues:**
+* Lacking platform support for Windows Universal Platform
+* VAD does not always work well (particularly on mobile devices)
+
+## v1.0.4 (2017-02-16)
+
+**New Features:**
+* Automatically adjusting playback speed to compensate for recording/playback clock skew.
+* Automatically adjusting the size of the playback buffer based on network jitter (more responsive voice in good conditions, less robot voice in bad conditions).
+
+**Bug Fixes:**
+* Fixed log system losing some message from non-main threads.
+* Fixed LLAPI integration not properly handling the disconnect event (leaving the session in an inconsistent state and preventing future reconnections).
+* Fixed microphone capture losing some data in extremely low framerate situations.
+* Refactored internals of BaseServer and BaseClient, this should not affect custom network integrations.
+
+**Known Issues:**
+* Lacking platform support for Windows Universal Platform
+* VAD does not always work well (particularly on mobile devices)
+* End users require a specific version of the C++ runtime installed
+
+## v1.0.3 (2017-02-07)
+
+**New Features:**
+* iOS support
+
+**Bug Fixes:**
+* Fixed logging system writing to the log file on worker threads (creating mangled logs)
+* Fixed text messages being sent to other players twice in some circumstances
+* Fixed voice playback not working when a new client joins a session and gets a recycled player object
+* Fixed voice playback not working when a new client joins a session and gets a recycled network connection ID
+
+**Known Issues:**
+* Lacking platform support for Windows Universal Platform
+* VAD does not always work well (particularly on mobile devices)
+
+## v1.0.2 (2017-01-25)
+
+**New Features:**
+* MacOS Support
+
+**Bug Fixes:**
+* Fixed voice transmision being broken while VAD delay line is active
+* Removed a number of classes from the Dissonance public API
+* Fixed playback system will breaking when the game is paused
+
+**Known Issues:**
+* Lacking platform support for: iOS, Windows Universal Platform
\ No newline at end of file
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new file mode 100644
index 0000000..c9fd264
--- /dev/null
+++ b/Assets/Help.pdf
@@ -0,0 +1,12 @@
+http://www.cgsoso.com/forum-211-1.html
+CG 搜搜 Unity3d 每日 Unity3d 插件免费更新 更有 VIP 资源!
+CGSOSO 主打游戏开发,影视设计等 CG 资源素材。
+插件如若商用,请务必官网购买!
+daily assets update for try.
+U should buy the asset from home store if u use it in your project!
+该资源为 CGSOSO VIP 资源,你还在其他渠道辛苦找资源,白花钱吗!
+CGSOSO 绿色站,无广告,VIP 更多资源,更可申请资源!
+因网站收入微薄,申请资源别太贵,不能及时采购请见谅!
+倒卖分享马甲号核实直接封号,网站可持续发展靠大家一起维护,谢谢!
+倒卖分享者请自重,请勿同室操戈!
+
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+[InternetShortcut]
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diff --git a/Assets/PlayerController.cs b/Assets/PlayerController.cs
new file mode 100644
index 0000000..327ec31
--- /dev/null
+++ b/Assets/PlayerController.cs
@@ -0,0 +1,71 @@
+using System.Collections;
+using System.Collections.Generic;
+using Unity.VisualScripting;
+using UnityEngine;
+using static UnityEngine.GraphicsBuffer;
+
+public class PlayerController : MonoBehaviour
+{
+ public Camera mainCamera;
+ public float rotationSpeed = 5f;
+ public float zoomSpeed = 10f;
+ public float minFov = 20f;
+ public float maxFov = 120;
+
+ private Vector3 lastMousePosition; public float distance = 5f;
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ if (mainCamera == null)
+ {
+ mainCamera = Camera.main;
+ }
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ HandleRotation();
+
+ HandleZoom();
+ }
+
+ // ͨ϶ת
+ void HandleRotation()
+ {
+ if (Input.GetMouseButtonDown(0)) // ʱ¼λ
+ {
+ lastMousePosition = Input.mousePosition;
+ }
+
+ if (Input.GetMouseButton(0)) // ְ״̬ʱ
+ {
+ Vector3 delta = Input.mousePosition - lastMousePosition; // ȡƶ
+
+ float rotX = delta.x * rotationSpeed * Time.deltaTime; // ˮƽת
+ float rotY = -delta.y * rotationSpeed * Time.deltaTime; // ֱת
+
+ // µתǶ
+ mainCamera.transform.RotateAround(transform.position, Vector3.up, rotX); // ˮƽĿת
+ mainCamera.transform.RotateAround(transform.position, mainCamera.transform.right, rotY); // ֱĿת
+
+ // תλ
+ Vector3 direction = (mainCamera.transform.position - transform.position).normalized; // ȡָĿķ
+ mainCamera.transform.position = transform.position + direction * distance; // תǶȵλ
+
+ lastMousePosition = Input.mousePosition; // һ֡λ
+ }
+ }
+
+
+ void HandleZoom()
+ {
+ float scrollInput = Input.GetAxis("Mouse ScrollWheel");
+ if (scrollInput != 0)
+ {
+
+ mainCamera.fieldOfView = Mathf.Clamp(mainCamera.fieldOfView - scrollInput * zoomSpeed, minFov, maxFov);
+ }
+ }
+}
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+ iconMap: {}
+ executionOrder: {}
+ isPreloaded: 1
+ isOverridable: 0
+ platformData:
+ - first:
+ '': Any
+ second:
+ enabled: 0
+ settings:
+ Exclude Android: 1
+ Exclude Editor: 0
+ Exclude Linux: 0
+ Exclude Linux64: 0
+ Exclude LinuxUniversal: 0
+ Exclude OSXIntel: 0
+ Exclude OSXIntel64: 0
+ Exclude OSXUniversal: 0
+ Exclude Win: 1
+ Exclude Win64: 0
+ Exclude WindowsStoreApps: 1
+ Exclude iOS: 1
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+TextMesh Pro!
+ Advanced Text Rendering for Unity 3D
+
+ USER GUIDE
+
+ Release 1.0.54
+
+ Dec 2016
+ Copyright (C) 2016 Stephan Bouchard - All Rights Reserved
+This manual, as well as the software described in it, is furnished under license and may
+be used or copied only in accordance with the terms of such license. The content of
+this manual is furnished for informational use only, is subject to change without notice
+and should not be construed as a commitment by its authors. The author assumes no
+responsibility or liability for any errors or inaccuracies that may appear in this manual.
+TextMesh Pro!
+
+ User Guide / Table of Contents
+
+ Getting Started
+
+ Overview........................................................................................................................ 4
+ Installation..................................................................................................................... 4
+ Quick Start..................................................................................................................... 4
+ Support & API documentation.................................................................................. 4
+
+ TextMeshPro Component
+
+ Text Input Box............................................................................................................... 5
+ Font Settings................................................................................................................. 6
+
+ Material Editor & Shaders Overview
+
+ Shader Overview.......................................................................................................... 7
+ Material Editor UI Panels & Features........................................................................ 7
+
+ Font Asset Creator
+
+ General Overview...................................................................................................... 10
+
+ Font Asset
+
+ General Font Information & Sub-Assets............................................................... 13
+ Font Settings............................................................................................................... 13
+ Character Set Info...................................................................................................... 14
+ Kerning Table.............................................................................................................. 14
+
+3 / 14
+TextMesh Pro!
+
+ User Guide / Getting Started
+
+ Overview
+
+ This User Guide was designed to provide TextMesh Pro users with a basic overview of the
+ features and functionality of the tool.
+
+ Installation
+
+ Once you have downloaded TextMesh Pro from Unity’s Asset Store, go to: “Assets->Import
+ Package->Custom Package...”. In the Import Asset window, find and select the TextMeshPro.
+ unitypackage file. After the “Importing package” window appears in Unity, verify that all items to
+ import are selected and then click the Import button in the bottom right of the window.
+
+ Quick Start
+
+ There are two TextMesh Pro components available. To add a new TextMesh Pro text object
+ which works with the Mesh Renderer, go to: “GameObject->3D Object->TextMeshPro Text”.
+ To add a TextMesh Pro Component which works with the New UI, go to: “GameObject->UI-
+ >TextMeshPro Text”.
+
+ You may also wish to watch this short video showing how to add TextMesh Pro text objects into
+ a scene.
+
+ Support & API Documentation
+
+ Should you have questions or require assistance, please visit the TextMesh Pro User Forum
+ where you will find additional information, Video Tutorials and FAQ. In the event you are unable
+ to find the information you seek, feel free to register and post on the user forum or to contact
+ Support@DigitalNativeStudios.com
+ Online Documentation is also available on TextMesh Pro including Rich Text tags, Shaders,
+ Scripting API and more.
+
+4 / 14
+TextMesh Pro!
+
+ User Guide / Component Overview
+
+ Component Overview
+
+ The TextMesh Pro component is divided into two sections: The Text Input and the Font Settings.
+
+ Text Input Box
+
+ This area is where you will type the text to be rendered. Multiple lines of text can be entered by
+ pressing