The fucking 3rd time i had to upload this project to git

This commit is contained in:
Madhav Kapa
2023-10-06 20:18:29 -04:00
commit 5658acfe16
2689 changed files with 1259400 additions and 0 deletions

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Graph;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Audio
{
public class G_AudioGraph : G_Graph
{
#region Methods -> Public
public void UpdateParameters()
{
if (m_shaderGraph == null)
// TODO: While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
return;
switch (m_graphyManager.GraphyMode)
{
case GraphyManager.Mode.FULL:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraph.Image.material = new Material(ShaderFull);
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
m_shaderGraphHighestValues.Image.material = new Material(ShaderFull);
break;
case GraphyManager.Mode.LIGHT:
m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraph.Image.material = new Material(ShaderLight);
m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
m_shaderGraphHighestValues.Image.material = new Material(ShaderLight);
break;
}
m_shaderGraph.InitializeShader();
m_shaderGraphHighestValues.InitializeShader();
m_resolution = m_graphyManager.AudioGraphResolution;
CreatePoints();
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_shaderGraph = new G_GraphShader
{
Image = m_imageGraph
};
m_shaderGraphHighestValues = new G_GraphShader
{
Image = m_imageGraphHighestValues
};
UpdateParameters();
m_isInitialized = true;
}
#endregion
#region Variables -> Serialized Private
[SerializeField] private Image m_imageGraph;
[SerializeField] private Image m_imageGraphHighestValues;
[SerializeField] private Shader ShaderFull;
[SerializeField] private Shader ShaderLight;
[SerializeField] private bool m_isInitialized;
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_AudioMonitor m_audioMonitor;
private int m_resolution = 40;
private G_GraphShader m_shaderGraph;
private G_GraphShader m_shaderGraphHighestValues;
private float[] m_graphArray;
private float[] m_graphArrayHighestValue;
#endregion
#region Methods -> Unity Callbacks
private void OnEnable()
{
/* ----- NOTE: ----------------------------
* We used to Init() here regardless of
* whether this module was enabled.
* The reason we don't Init() here
* anymore is that some users are on
* platforms that do not support the arrays
* in the Shaders.
*
* See: https://github.com/Tayx94/graphy/issues/17
*
* Even though we don't Init() competely
* here anymore, we still need
* m_audioMonitor for in Update()
* --------------------------------------*/
m_audioMonitor = GetComponent<G_AudioMonitor>();
}
private void Update()
{
if (m_audioMonitor.SpectrumDataAvailable) UpdateGraph();
}
#endregion
#region Methods -> Protected Override
protected override void UpdateGraph()
{
// Since we no longer initialize by default OnEnable(),
// we need to check here, and Init() if needed
if (!m_isInitialized) Init();
var incrementPerIteration = Mathf.FloorToInt(m_audioMonitor.Spectrum.Length / (float)m_resolution);
// Current values -------------------------
for (var i = 0; i <= m_resolution - 1; i++)
{
float currentValue = 0;
for (var j = 0; j < incrementPerIteration; j++)
currentValue += m_audioMonitor.Spectrum[i * incrementPerIteration + j];
// Uses 3 values for each bar to accomplish that look
if ((i + 1) % 3 == 0 && i > 1)
{
var value =
(
m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration))
+ m_graphArray[i - 1]
+ m_graphArray[i - 2]
) / 3;
m_graphArray[i] = value;
m_graphArray[i - 1] = value;
m_graphArray[i - 2] =
-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArray[i] =
m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration));
}
}
for (var i = 0; i <= m_resolution - 1; i++) m_shaderGraph.ShaderArrayValues[i] = m_graphArray[i];
m_shaderGraph.UpdatePoints();
// Highest values -------------------------
for (var i = 0; i <= m_resolution - 1; i++)
{
float currentValue = 0;
for (var j = 0; j < incrementPerIteration; j++)
currentValue += m_audioMonitor.SpectrumHighestValues[i * incrementPerIteration + j];
// Uses 3 values for each bar to accomplish that look
if ((i + 1) % 3 == 0 && i > 1)
{
var value =
(
m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration))
+ m_graphArrayHighestValue[i - 1]
+ m_graphArrayHighestValue[i - 2]
) / 3;
m_graphArrayHighestValue[i] = value;
m_graphArrayHighestValue[i - 1] = value;
m_graphArrayHighestValue[i - 2] =
-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
}
else
{
m_graphArrayHighestValue[i] =
m_audioMonitor.dBNormalized(m_audioMonitor.lin2dB(currentValue / incrementPerIteration));
}
}
for (var i = 0; i <= m_resolution - 1; i++)
m_shaderGraphHighestValues.ShaderArrayValues[i] = m_graphArrayHighestValue[i];
m_shaderGraphHighestValues.UpdatePoints();
}
protected override void CreatePoints()
{
// Init Arrays
if (m_shaderGraph.ShaderArrayValues == null || m_shaderGraph.ShaderArrayValues.Length != m_resolution)
{
m_graphArray = new float[m_resolution];
m_graphArrayHighestValue = new float[m_resolution];
m_shaderGraph.ShaderArrayValues = new float[m_resolution];
m_shaderGraphHighestValues.ShaderArrayValues = new float[m_resolution];
}
for (var i = 0; i < m_resolution; i++)
{
m_shaderGraph.ShaderArrayValues[i] = 0;
m_shaderGraphHighestValues.ShaderArrayValues[i] = 0;
}
// Color
m_shaderGraph.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraph.UpdateColors();
m_shaderGraphHighestValues.GoodColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CautionColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.CriticalColor = m_graphyManager.AudioGraphColor;
m_shaderGraphHighestValues.UpdateColors();
// Threshold
m_shaderGraph.GoodThreshold = 0;
m_shaderGraph.CautionThreshold = 0;
m_shaderGraph.UpdateThresholds();
m_shaderGraphHighestValues.GoodThreshold = 0;
m_shaderGraphHighestValues.CautionThreshold = 0;
m_shaderGraphHighestValues.UpdateThresholds();
// Update Array
m_shaderGraph.UpdateArray();
m_shaderGraphHighestValues.UpdateArray();
// Average
m_shaderGraph.Average = 0;
m_shaderGraph.UpdateAverage();
m_shaderGraphHighestValues.Average = 0;
m_shaderGraphHighestValues.UpdateAverage();
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 03-Jan-18
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using System.Collections.Generic;
using Tayx.Graphy.UI;
using Tayx.Graphy.Utils;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Audio
{
public class G_AudioManager : MonoBehaviour, IMovable, IModifiableState
{
#region Variables -> Serialized Private
[SerializeField] private GameObject m_audioGraphGameObject;
[SerializeField] private Text m_audioDbText;
[SerializeField] private List<Image> m_backgroundImages = new();
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_AudioGraph m_audioGraph;
private G_AudioMonitor m_audioMonitor;
private G_AudioText m_audioText;
private RectTransform m_rectTransform;
private readonly List<GameObject> m_childrenGameObjects = new();
private GraphyManager.ModuleState m_previousModuleState = GraphyManager.ModuleState.FULL;
private GraphyManager.ModuleState m_currentModuleState = GraphyManager.ModuleState.FULL;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Start()
{
UpdateParameters();
}
#endregion
#region Methods -> Public
public void SetPosition(GraphyManager.ModulePosition newModulePosition)
{
var xSideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.x);
var ySideOffset = Mathf.Abs(m_rectTransform.anchoredPosition.y);
m_audioDbText.alignment = TextAnchor.UpperRight;
switch (newModulePosition)
{
case GraphyManager.ModulePosition.TOP_LEFT:
m_rectTransform.anchorMax = Vector2.up;
m_rectTransform.anchorMin = Vector2.up;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.TOP_RIGHT:
m_rectTransform.anchorMax = Vector2.one;
m_rectTransform.anchorMin = Vector2.one;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, -ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_LEFT:
m_rectTransform.anchorMax = Vector2.zero;
m_rectTransform.anchorMin = Vector2.zero;
m_rectTransform.anchoredPosition = new Vector2(xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.BOTTOM_RIGHT:
m_rectTransform.anchorMax = Vector2.right;
m_rectTransform.anchorMin = Vector2.right;
m_rectTransform.anchoredPosition = new Vector2(-xSideOffset, ySideOffset);
break;
case GraphyManager.ModulePosition.FREE:
break;
}
}
public void SetState(GraphyManager.ModuleState state, bool silentUpdate = false)
{
if (!silentUpdate) m_previousModuleState = m_currentModuleState;
m_currentModuleState = state;
switch (state)
{
case GraphyManager.ModuleState.FULL:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(true);
if (m_graphyManager.Background)
m_backgroundImages.SetOneActive(0);
else
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.TEXT:
case GraphyManager.ModuleState.BASIC:
gameObject.SetActive(true);
m_childrenGameObjects.SetAllActive(true);
SetGraphActive(false);
if (m_graphyManager.Background)
m_backgroundImages.SetOneActive(1);
else
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.BACKGROUND:
gameObject.SetActive(true);
SetGraphActive(false);
m_childrenGameObjects.SetAllActive(false);
m_backgroundImages.SetAllActive(false);
break;
case GraphyManager.ModuleState.OFF:
gameObject.SetActive(false);
break;
}
}
public void RestorePreviousState()
{
SetState(m_previousModuleState);
}
public void UpdateParameters()
{
foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
m_audioGraph.UpdateParameters();
m_audioMonitor.UpdateParameters();
m_audioText.UpdateParameters();
SetState(m_graphyManager.AudioModuleState);
}
public void RefreshParameters()
{
foreach (var image in m_backgroundImages) image.color = m_graphyManager.BackgroundColor;
m_audioGraph.UpdateParameters();
m_audioMonitor.UpdateParameters();
m_audioText.UpdateParameters();
SetState(m_currentModuleState, true);
}
#endregion
#region Methods -> Private
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_rectTransform = GetComponent<RectTransform>();
m_audioGraph = GetComponent<G_AudioGraph>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
m_audioText = GetComponent<G_AudioText>();
foreach (Transform child in transform)
if (child.parent == transform)
m_childrenGameObjects.Add(child.gameObject);
}
private void SetGraphActive(bool active)
{
m_audioGraph.enabled = active;
m_audioGraphGameObject.SetActive(active);
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Tayx.Graphy.Audio
{
/// <summary>
/// Note: this class only works with Unity's AudioListener.
/// If you're using a custom audio engine (like FMOD or WWise) it won't work,
/// although you can always adapt it.
/// </summary>
public class G_AudioMonitor : MonoBehaviour
{
#region Variables -> Private
private const float m_refValue = 1f;
private GraphyManager m_graphyManager;
private AudioListener m_audioListener;
private GraphyManager.LookForAudioListener m_findAudioListenerInCameraIfNull =
GraphyManager.LookForAudioListener.ON_SCENE_LOAD;
private FFTWindow m_FFTWindow = FFTWindow.Blackman;
private int m_spectrumSize = 512;
#endregion
#region Properties -> Public
/// <summary>
/// Current audio spectrum from the specified AudioListener.
/// </summary>
public float[] Spectrum { get; private set; }
/// <summary>
/// Highest audio spectrum from the specified AudioListener in the last few seconds.
/// </summary>
public float[] SpectrumHighestValues { get; private set; }
/// <summary>
/// Maximum DB registered in the current spectrum.
/// </summary>
public float MaxDB { get; private set; }
/// <summary>
/// Returns true if there is a reference to the audio listener.
/// </summary>
public bool SpectrumDataAvailable => m_audioListener != null;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if (m_audioListener != null)
{
// Use this data to calculate the dB value
AudioListener.GetOutputData(Spectrum, 0);
float sum = 0;
for (var i = 0; i < Spectrum.Length; i++) sum += Spectrum[i] * Spectrum[i]; // sum squared samples
var rmsValue = Mathf.Sqrt(sum / Spectrum.Length); // rms = square root of average
MaxDB = 20 * Mathf.Log10(rmsValue / m_refValue); // calculate dB
if (MaxDB < -80) MaxDB = -80; // clamp it to -80dB min
// Use this data to draw the spectrum in the graphs
AudioListener.GetSpectrumData(Spectrum, 0, m_FFTWindow);
for (var i = 0; i < Spectrum.Length; i++)
// Update the highest value if its lower than the current one
if (Spectrum[i] > SpectrumHighestValues[i])
SpectrumHighestValues[i] = Spectrum[i];
// Slowly lower the value
else
SpectrumHighestValues[i] = Mathf.Clamp
(
SpectrumHighestValues[i] - SpectrumHighestValues[i] * Time.deltaTime * 2,
0,
1
);
}
else if (m_audioListener == null
&& m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ALWAYS)
{
m_audioListener = FindAudioListener();
}
}
private void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_findAudioListenerInCameraIfNull = m_graphyManager.FindAudioListenerInCameraIfNull;
m_audioListener = m_graphyManager.AudioListener;
m_FFTWindow = m_graphyManager.FftWindow;
m_spectrumSize = m_graphyManager.SpectrumSize;
if (m_audioListener == null
&& m_findAudioListenerInCameraIfNull != GraphyManager.LookForAudioListener.NEVER)
m_audioListener = FindAudioListener();
Spectrum = new float[m_spectrumSize];
SpectrumHighestValues = new float[m_spectrumSize];
}
/// <summary>
/// Converts spectrum values to decibels using logarithms.
/// </summary>
/// <param name="linear"></param>
/// <returns></returns>
public float lin2dB(float linear)
{
return Mathf.Clamp(Mathf.Log10(linear) * 20.0f, -160.0f, 0.0f);
}
/// <summary>
/// Normalizes a value in decibels between 0-1.
/// </summary>
/// <param name="db"></param>
/// <returns></returns>
public float dBNormalized(float db)
{
return (db + 160f) / 160f;
}
#endregion
#region Methods -> Private
/// <summary>
/// Tries to find an audio listener in the main camera.
/// </summary>
private AudioListener FindAudioListener()
{
var mainCamera = Camera.main;
if (mainCamera != null && mainCamera.TryGetComponent(out AudioListener audioListener)) return audioListener;
return null;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
{
if (m_findAudioListenerInCameraIfNull == GraphyManager.LookForAudioListener.ON_SCENE_LOAD)
m_audioListener = FindAudioListener();
}
private void Init()
{
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
UpdateParameters();
SceneManager.sceneLoaded += OnSceneLoaded;
}
#endregion
}
}

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/* ---------------------------------------
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
* Project: Graphy - Ultimate Stats Monitor
* Date: 15-Dec-17
* Studio: Tayx
*
* Git repo: https://github.com/Tayx94/graphy
*
* This project is released under the MIT license.
* Attribution is not required, but it is always welcomed!
* -------------------------------------*/
using Tayx.Graphy.Utils.NumString;
using UnityEngine;
using UnityEngine.UI;
namespace Tayx.Graphy.Audio
{
public class G_AudioText : MonoBehaviour
{
#region Variables -> Serialized Private
[SerializeField] private Text m_DBText;
#endregion
#region Methods -> Public
public void UpdateParameters()
{
m_updateRate = m_graphyManager.AudioTextUpdateRate;
}
#endregion
#region Methods -> Private
private void Init()
{
G_IntString.Init(-80, 0); // dB range
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
m_audioMonitor = GetComponent<G_AudioMonitor>();
UpdateParameters();
}
#endregion
#region Variables -> Private
private GraphyManager m_graphyManager;
private G_AudioMonitor m_audioMonitor;
private int m_updateRate = 4;
private float m_deltaTimeOffset;
#endregion
#region Methods -> Unity Callbacks
private void Awake()
{
Init();
}
private void Update()
{
if (m_audioMonitor.SpectrumDataAvailable)
{
if (m_deltaTimeOffset > 1f / m_updateRate)
{
m_deltaTimeOffset = 0f;
m_DBText.text = Mathf.Clamp((int)m_audioMonitor.MaxDB, -80, 0).ToStringNonAlloc();
}
else
{
m_deltaTimeOffset += Time.deltaTime;
}
}
}
#endregion
}
}

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