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diff --git a/Assets/Scripts/AssetBundles.meta b/Assets/Scripts/AssetBundles.meta
new file mode 100644
index 0000000..78de1f8
--- /dev/null
+++ b/Assets/Scripts/AssetBundles.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Scripts/AssetBundles/AssetBundleLoader.cs b/Assets/Scripts/AssetBundles/AssetBundleLoader.cs
index 5b8aa32..eab1e01 100644
--- a/Assets/Scripts/AssetBundles/AssetBundleLoader.cs
+++ b/Assets/Scripts/AssetBundles/AssetBundleLoader.cs
@@ -7,113 +7,118 @@
namespace UnityLibrary
{
- public class AssetBundleLoader : MonoBehaviour
- {
- public string assetBundleURL = "http://localhost/bundle";
-
- void Start()
- {
- StartCoroutine(DownloadAndCache(assetBundleURL, ""));
- }
-
-
- ///
- /// asset bundle load and instantiate
- ///
- /// full url to the bundle file
- /// optional asset name to instantiate from the bundle
- IEnumerator DownloadAndCache(string bundleURL, string assetName)
- {
- // Wait for the Caching system to be ready
- while (!Caching.ready)
- {
- yield return null;
- }
-
- // if you want to always load from server, can clear cache first
- // Caching.CleanCache();
-
- // get current bundle hash from server, random value added to avoid caching
- UnityWebRequest www = UnityWebRequest.Get(bundleURL + ".manifest?r=" + (Random.value * 9999999));
- Debug.Log("Loading manifest:" + bundleURL + ".manifest");
-
- // wait for load to finish
- yield return www.Send();
-
- // if received error, exit
- if (www.isError == true)
- {
- Debug.LogError("www error:" + www.error);
- yield break;
- }
-
- // create empty hash string
- Hash128 hashString = (default(Hash128));// new Hash128(0, 0, 0, 0);
-
- // check if received data contains 'ManifestFileVersion'
- if (www.downloadHandler.text.Contains("ManifestFileVersion"))
- {
- // extract hash string from the received data, should add some error checking here
- var hashRow = www.downloadHandler.text.ToString().Split("\n".ToCharArray())[5];
- hashString = Hash128.Parse(hashRow.Split(':')[1].Trim());
-
- if (hashString.isValid == true)
- {
- if (Caching.IsVersionCached(bundleURL, hashString) == true)
- {
- Debug.Log("Bundle with this hash is already cached!");
- } else
- {
- Debug.Log("No cached version founded for this hash..");
- }
- } else
- {
- // invalid loaded hash, just try loading latest bundle
- Debug.LogError("Invalid hash:" + hashString);
- yield break;
- }
-
- } else
- {
- Debug.LogError("Manifest doesn't contain string 'ManifestFileVersion': " + bundleURL + ".manifest");
- yield break;
- }
-
-
-
- // now download the actual bundle, with hashString parameter it uses cached version if available
- www = UnityWebRequest.GetAssetBundle(bundleURL + "?r=" + (Random.value * 9999999), hashString, 0);
-
- // wait for load to finish
- yield return www.Send();
-
- if (www.error != null)
- {
- Debug.LogError("www error:" + www.error);
- yield break;
- }
-
- // get bundle from downloadhandler
- AssetBundle bundle = ((DownloadHandlerAssetBundle)www.downloadHandler).assetBundle;
-
- GameObject bundlePrefab = null;
-
- // if no asset name is given, take the first/main asset
- if (assetName == "")
- {
- bundlePrefab = (GameObject)bundle.LoadAsset(bundle.GetAllAssetNames()[0]);
- } else // use asset name
- {
- bundlePrefab = (GameObject)bundle.LoadAsset(assetName);
- }
-
- // if we got something out
- if (bundlePrefab != null)
- {
- // instantiate at 0,0,0 and without rotation
- var go = Instantiate(bundlePrefab, Vector3.zero, Quaternion.identity) as GameObject;
-
- /*
+ public class AssetBundleLoader : MonoBehaviour
+ {
+ public string assetBundleURL = "http://localhost/bundle";
+
+ void Start ()
+ {
+ StartCoroutine ( DownloadAndCache ( assetBundleURL, "" ) );
+ }
+
+
+ ///
+ /// asset bundle load and instantiate
+ ///
+ /// full url to the bundle file
+ /// optional asset name to instantiate from the bundle
+ IEnumerator DownloadAndCache ( string bundleURL, string assetName )
+ {
+ // Wait for the Caching system to be ready
+ while ( !Caching.ready )
+ {
+ yield return null;
+ }
+
+ // if you want to always load from server, can clear cache first
+ // Caching.CleanCache();
+
+ // get current bundle hash from server, random value added to avoid caching
+ UnityWebRequest www = UnityWebRequest.Get ( bundleURL + ".manifest?r=" + ( Random.value * 9999999 ) );
+ Debug.Log ( "Loading manifest:" + bundleURL + ".manifest" );
+
+ // wait for load to finish
+ yield return www.Send ();
+
+ // if received error, exit
+ if ( www.isNetworkError == true )
+ {
+ Debug.LogError ( "www error:" + www.error );
+ yield break;
+ }
+
+ // create empty hash string
+ Hash128 hashString = ( default(Hash128) );// new Hash128(0, 0, 0, 0);
+
+ // check if received data contains 'ManifestFileVersion'
+ if ( www.downloadHandler.text.Contains ( "ManifestFileVersion" ) )
+ {
+ // extract hash string from the received data, should add some error checking here
+ var hashRow = www.downloadHandler.text.ToString ().Split ( "\n".ToCharArray () ) [ 5 ];
+ hashString = Hash128.Parse ( hashRow.Split ( ':' ) [ 1 ].Trim () );
+
+ if ( hashString.isValid == true )
+ {
+ if ( Caching.IsVersionCached ( bundleURL, hashString ) == true )
+ {
+ Debug.Log ( "Bundle with this hash is already cached!" );
+ }
+ else
+ {
+ Debug.Log ( "No cached version founded for this hash.." );
+ }
+ }
+ else
+ {
+ // invalid loaded hash, just try loading latest bundle
+ Debug.LogError ( "Invalid hash:" + hashString );
+ yield break;
+ }
+
+ }
+ else
+ {
+ Debug.LogError ( "Manifest doesn't contain string 'ManifestFileVersion': " + bundleURL + ".manifest" );
+ yield break;
+ }
+
+
+
+ // now download the actual bundle, with hashString parameter it uses cached version if available
+ www = UnityWebRequest.GetAssetBundle ( bundleURL + "?r=" + ( Random.value * 9999999 ), hashString, 0 );
+
+ // wait for load to finish
+ yield return www.Send ();
+
+ if ( www.error != null )
+ {
+ Debug.LogError ( "www error:" + www.error );
+ yield break;
+ }
+
+ // get bundle from downloadhandler
+ AssetBundle bundle = ( ( DownloadHandlerAssetBundle )www.downloadHandler ).assetBundle;
+
+ GameObject bundlePrefab = null;
+
+ // if no asset name is given, take the first/main asset
+ if ( assetName == "" )
+ {
+ bundlePrefab = ( GameObject )bundle.LoadAsset ( bundle.GetAllAssetNames () [ 0 ] );
+ }
+ else
+ { // use asset name
+ bundlePrefab = ( GameObject )bundle.LoadAsset ( assetName );
+ }
+
+ // if we got something out
+ if ( bundlePrefab != null )
+ {
+
+ // instantiate at 0,0,0 and without rotation
+ Instantiate ( bundlePrefab, Vector3.zero, Quaternion.identity );
+
+ /*
// fix pink shaders, NOTE: not always needed..
foreach (Renderer r in go.GetComponentsInChildren(includeInactive: true))
{
@@ -122,10 +127,10 @@ IEnumerator DownloadAndCache(string bundleURL, string assetName)
r.material.shader = null;
r.material.shader = material;
}*/
- }
+ }
- bundle.Unload(false);
- }
- }
+ bundle.Unload ( false );
+ }
+ }
}
diff --git a/Assets/Scripts/AssetBundles/AssetBundleLoader.cs.meta b/Assets/Scripts/AssetBundles/AssetBundleLoader.cs.meta
new file mode 100644
index 0000000..bf527aa
--- /dev/null
+++ b/Assets/Scripts/AssetBundles/AssetBundleLoader.cs.meta
@@ -0,0 +1,12 @@
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+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Scripts/Camera.meta b/Assets/Scripts/Camera.meta
new file mode 100644
index 0000000..f237375
--- /dev/null
+++ b/Assets/Scripts/Camera.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Scripts/Camera/CameraShake.cs.meta b/Assets/Scripts/Camera/CameraShake.cs.meta
new file mode 100644
index 0000000..57e8c96
--- /dev/null
+++ b/Assets/Scripts/Camera/CameraShake.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Scripts/Camera/CameraSwitcher.cs.meta b/Assets/Scripts/Camera/CameraSwitcher.cs.meta
new file mode 100644
index 0000000..dcf1948
--- /dev/null
+++ b/Assets/Scripts/Camera/CameraSwitcher.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Scripts/Camera/SmoothMouseLook.cs.meta b/Assets/Scripts/Camera/SmoothMouseLook.cs.meta
new file mode 100644
index 0000000..5931d49
--- /dev/null
+++ b/Assets/Scripts/Camera/SmoothMouseLook.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Scripts/Camera/SmoothMouseLookAveraged.cs.meta b/Assets/Scripts/Camera/SmoothMouseLookAveraged.cs.meta
new file mode 100644
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diff --git a/Assets/Scripts/Camera/WowCamera.cs.meta b/Assets/Scripts/Camera/WowCamera.cs.meta
new file mode 100644
index 0000000..eba07e5
--- /dev/null
+++ b/Assets/Scripts/Camera/WowCamera.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Scripts/Camera/ZoomWithMouse.cs.meta b/Assets/Scripts/Camera/ZoomWithMouse.cs.meta
new file mode 100644
index 0000000..09ee286
--- /dev/null
+++ b/Assets/Scripts/Camera/ZoomWithMouse.cs.meta
@@ -0,0 +1,12 @@
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new file mode 100644
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+++ b/Assets/Scripts/Editor.meta
@@ -0,0 +1,9 @@
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
index 0000000..84a2501
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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@@ -0,0 +1,9 @@
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new file mode 100644
index 0000000..07b343c
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@@ -0,0 +1,8 @@
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new file mode 100644
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new file mode 100644
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new file mode 100644
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--- /dev/null
+++ b/Assets/Scripts/Editor/SpriteBackgroundRemover.cs.meta
@@ -0,0 +1,12 @@
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new file mode 100644
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--- /dev/null
+++ b/Assets/Scripts/Editor/Tools/CopyPasteHelper.cs.meta
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new file mode 100644
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new file mode 100644
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+++ b/Assets/Scripts/Editor/UI/CanvasScalerUtil.meta
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@@ -0,0 +1,9 @@
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diff --git a/Assets/Scripts/Helpers/Debug.meta b/Assets/Scripts/Helpers/Debug.meta
new file mode 100644
index 0000000..07aa051
--- /dev/null
+++ b/Assets/Scripts/Helpers/Debug.meta
@@ -0,0 +1,9 @@
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diff --git a/Assets/Scripts/Helpers/Debug/Timer.cs b/Assets/Scripts/Helpers/Debug/Timer.cs
index 042fa28..9fd0cb2 100644
--- a/Assets/Scripts/Helpers/Debug/Timer.cs
+++ b/Assets/Scripts/Helpers/Debug/Timer.cs
@@ -5,24 +5,24 @@
namespace UnityLibrary
{
- public class Timer : MonoBehaviour
- {
- void Start()
- {
- // init and start timer
- var stopwatch = new Stopwatch();
- stopwatch.Start();
+ public class Timer : MonoBehaviour
+ {
+ void Start ()
+ {
+ // init and start timer
+ var stopwatch = new Stopwatch ();
+ stopwatch.Start ();
- // put your function here..
- for (int i = 0; i < 1000000; i++)
- {
- var tmp = "asdf" + 1.ToString();
- }
+ // put your function here..
+ for ( int i = 0; i < 1000000; i++ )
+ {
+ // Example : var tmp = "asdf" + 1.ToString();
+ }
- // get results in ms
- stopwatch.Stop();
- Debug.LogFormat("Timer: {0} ms", stopwatch.ElapsedMilliseconds);
- stopwatch.Reset();
- }
- }
+ // get results in ms
+ stopwatch.Stop ();
+ Debug.LogFormat ( "Timer: {0} ms", stopwatch.ElapsedMilliseconds );
+ stopwatch.Reset ();
+ }
+ }
}
diff --git a/Assets/Scripts/Helpers/Debug/Timer.cs.meta b/Assets/Scripts/Helpers/Debug/Timer.cs.meta
new file mode 100644
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+++ b/Assets/Scripts/Helpers/Debug/Timer.cs.meta
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diff --git a/Assets/Scripts/Serialization.meta b/Assets/Scripts/Serialization.meta
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diff --git a/Assets/Scripts/Serialization/Color32Serializable.cs b/Assets/Scripts/Serialization/Color32Serializable.cs
new file mode 100644
index 0000000..659dc00
--- /dev/null
+++ b/Assets/Scripts/Serialization/Color32Serializable.cs
@@ -0,0 +1,91 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.Serialization;
+using UnityEngine;
+
+///
+/// Representation of RGBA colors in 32 bit format.
+///
+[Serializable]
+public struct Color32Serializable : ISerializable
+{
+
+ #region Parameters
+
+ ///
+ /// Th Red.
+ ///
+ public byte r;
+
+ ///
+ /// The Green.
+ ///
+ public byte g;
+
+ ///
+ /// The Blue.
+ ///
+ public byte b;
+
+ ///
+ /// The Alpha.
+ ///
+ public byte a;
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Color.
+ public Color32Serializable ( Color32 color ) : this ( color.r, color.g, color.b, color.a )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The red component.
+ /// The green component.
+ /// The blue component.
+ /// The alpha component.
+ public Color32Serializable ( byte r, byte g, byte b, byte a )
+ {
+ this.r = r;
+ this.g = g;
+ this.b = b;
+ this.a = a;
+ }
+
+ #endregion
+
+ #region Operators Overload
+
+ public static implicit operator Color32Serializable ( Color32 color )
+ {
+ return new Color32Serializable ( color );
+ }
+
+ public static implicit operator Color32 ( Color32Serializable color )
+ {
+ return new Color32 ( color.r, color.g, color.b, color.a );
+ }
+
+ #endregion
+
+ #region ISerializable implementation
+
+ public void GetObjectData ( SerializationInfo info, StreamingContext context )
+ {
+ info.AddValue ( "r", this.r, typeof ( byte ) );
+ info.AddValue ( "g", this.g, typeof ( byte ) );
+ info.AddValue ( "b", this.b, typeof ( byte ) );
+ info.AddValue ( "a", this.a, typeof ( byte ) );
+ }
+
+ #endregion
+
+}
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diff --git a/Assets/Scripts/Serialization/ColorSerializable.cs b/Assets/Scripts/Serialization/ColorSerializable.cs
new file mode 100644
index 0000000..41462a3
--- /dev/null
+++ b/Assets/Scripts/Serialization/ColorSerializable.cs
@@ -0,0 +1,101 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.Serialization;
+using UnityEngine;
+
+///
+/// Representation of RGBA colors.
+///
+[Serializable]
+public struct ColorSerializable : ISerializable
+{
+
+ #region Parameters
+
+ ///
+ /// Th Red.
+ ///
+ public float r;
+
+ ///
+ /// The Green.
+ ///
+ public float g;
+
+ ///
+ /// The Blue.
+ ///
+ public float b;
+
+ ///
+ /// The Alpha.
+ ///
+ public float a;
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The red component.
+ /// The green component.
+ /// The blue component.
+ public ColorSerializable ( float r, float g, float b ) : this ( r, g, b, 1f )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Color.
+ public ColorSerializable ( Color color ) : this ( color.r, color.g, color.b, color.a )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The red component.
+ /// The green component.
+ /// The blue component.
+ /// The alpha component.
+ public ColorSerializable ( float r, float g, float b, float a )
+ {
+ this.r = r;
+ this.g = g;
+ this.b = b;
+ this.a = a;
+ }
+
+ #endregion
+
+ #region Operators Overload
+
+ public static implicit operator ColorSerializable ( Color color )
+ {
+ return new ColorSerializable ( color );
+ }
+
+ public static implicit operator Color ( ColorSerializable color )
+ {
+ return new Color ( color.r, color.g, color.b, color.a );
+ }
+
+ #endregion
+
+ #region ISerializable implementation
+
+ public void GetObjectData ( SerializationInfo info, StreamingContext context )
+ {
+ info.AddValue ( "r", this.r, typeof ( float ) );
+ info.AddValue ( "g", this.g, typeof ( float ) );
+ info.AddValue ( "b", this.b, typeof ( float ) );
+ info.AddValue ( "a", this.a, typeof ( float ) );
+ }
+
+ #endregion
+
+}
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diff --git a/Assets/Scripts/Serialization/MeshSerializable.cs b/Assets/Scripts/Serialization/MeshSerializable.cs
new file mode 100644
index 0000000..48c76f1
--- /dev/null
+++ b/Assets/Scripts/Serialization/MeshSerializable.cs
@@ -0,0 +1,102 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.Serialization;
+using UnityEngine;
+
+///
+/// A class that allows creating and modifying meshes from scripts.
+///
+[Serializable]
+public sealed class MeshSerializable : UnityEngine.Object, ISerializable
+{
+
+ #region Parameters
+
+ public Vector3[] vertices;
+ public int[] triangles;
+ public Vector3[] normals;
+ public Color[] colors;
+ public Vector4[] tangents;
+ public Color32[] colors32;
+ public Vector2[] uv;
+ public Vector2[] uv2;
+ public Vector2[] uv3;
+ public Vector2[] uv4;
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Initializes a new instance of the class.
+ ///
+ public MeshSerializable () : this ( new Mesh () )
+ {
+
+ }
+
+ ///
+ /// Initializes a new instance of the class.
+ ///
+ /// Mesh.
+ public MeshSerializable ( Mesh mesh )
+ {
+ this.vertices = mesh.vertices;
+ this.triangles = mesh.triangles;
+ this.normals = mesh.normals;
+ this.colors = mesh.colors;
+ this.tangents = mesh.tangents;
+ this.colors32 = mesh.colors32;
+ this.uv = mesh.uv;
+ this.uv2 = mesh.uv2;
+ this.uv3 = mesh.uv3;
+ this.uv4 = mesh.uv4;
+ }
+
+ #endregion
+
+ #region Operators Overload
+
+ public static implicit operator MeshSerializable ( Mesh mesh )
+ {
+ return new MeshSerializable ( mesh );
+ }
+
+ public static implicit operator Mesh ( MeshSerializable mesh )
+ {
+ Mesh result = new Mesh ();
+ result.vertices = mesh.vertices;
+ result.triangles = mesh.triangles;
+ result.normals = mesh.normals;
+ result.colors = mesh.colors;
+ result.tangents = mesh.tangents;
+ result.colors32 = mesh.colors32;
+ result.uv = mesh.uv;
+ result.uv2 = mesh.uv2;
+ result.uv3 = mesh.uv3;
+ result.uv4 = mesh.uv4;
+ return result;
+ }
+
+ #endregion
+
+ #region ISerializable implementation
+
+ public void GetObjectData ( SerializationInfo info, StreamingContext context )
+ {
+ info.AddValue ( "vertices", this.vertices, typeof ( Vector3[] ) );
+ info.AddValue ( "triangles", this.triangles, typeof ( int[] ) );
+ info.AddValue ( "normals", this.normals, typeof ( Vector3[] ) );
+ info.AddValue ( "colors", this.colors, typeof ( Color[] ) );
+ info.AddValue ( "tangents", this.tangents, typeof ( Vector4[] ) );
+ info.AddValue ( "colors32", this.colors32, typeof ( Color32[] ) );
+ info.AddValue ( "uv", this.uv, typeof ( Vector3[] ) );
+ info.AddValue ( "uv2", this.uv2, typeof ( Vector3[] ) );
+ info.AddValue ( "uv3", this.uv3, typeof ( Vector3[] ) );
+ info.AddValue ( "uv4", this.uv4, typeof ( Vector3[] ) );
+ }
+
+ #endregion
+
+}
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diff --git a/Assets/Scripts/Serialization/QuaternionSerializable.cs b/Assets/Scripts/Serialization/QuaternionSerializable.cs
new file mode 100644
index 0000000..00dfbe6
--- /dev/null
+++ b/Assets/Scripts/Serialization/QuaternionSerializable.cs
@@ -0,0 +1,91 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.Serialization;
+using UnityEngine;
+
+///
+/// Quaternions are used to represent rotations.
+///
+[Serializable]
+public struct QuaternionSerializable : ISerializable
+{
+
+ #region Parameters
+
+ ///
+ /// The x component.
+ ///
+ public float x;
+
+ ///
+ /// The y component.
+ ///
+ public float y;
+
+ ///
+ /// The z component.
+ ///
+ public float z;
+
+ ///
+ /// The w component.
+ ///
+ public float w;
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Quaternion.
+ public QuaternionSerializable ( Quaternion quaternion ) : this ( quaternion.x, quaternion.y, quaternion.z, quaternion.w )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The x coordinate.
+ /// The y coordinate.
+ /// The z coordinate.
+ /// The width.
+ public QuaternionSerializable ( float x, float y, float z, float w )
+ {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+ }
+
+ #endregion
+
+ #region Operators Overload
+
+ public static implicit operator QuaternionSerializable ( Quaternion quaternion )
+ {
+ return new QuaternionSerializable ( quaternion );
+ }
+
+ public static implicit operator Quaternion ( QuaternionSerializable quaternion )
+ {
+ return new Quaternion ( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
+ }
+
+ #endregion
+
+ #region ISerializable implementation
+
+ public void GetObjectData ( SerializationInfo info, StreamingContext context )
+ {
+ info.AddValue ( "x", this.x, typeof ( float ) );
+ info.AddValue ( "y", this.y, typeof ( float ) );
+ info.AddValue ( "z", this.z, typeof ( float ) );
+ info.AddValue ( "w", this.w, typeof ( float ) );
+ }
+
+ #endregion
+
+}
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diff --git a/Assets/Scripts/Serialization/Vector2Serializable.cs b/Assets/Scripts/Serialization/Vector2Serializable.cs
new file mode 100644
index 0000000..8e4374d
--- /dev/null
+++ b/Assets/Scripts/Serialization/Vector2Serializable.cs
@@ -0,0 +1,155 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.Serialization;
+using UnityEngine;
+
+///
+/// Representation of 2D vectors and points.
+///
+[Serializable]
+public struct Vector2Serializable : ISerializable
+{
+
+ #region Parametres
+
+ ///
+ /// X component of the vector.
+ ///
+ public float x;
+
+ ///
+ /// Y component of the vector.
+ ///
+ public float y;
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Vector.
+ public Vector2Serializable ( Vector2 vector ) : this ( vector.x, vector.y )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Vector.
+ public Vector2Serializable ( Vector3 vector ) : this ( vector.x, vector.y )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Vector.
+ public Vector2Serializable ( Vector4 vector ) : this ( vector.x, vector.y )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The x coordinate.
+ /// The y coordinate.
+ public Vector2Serializable ( float x, float y )
+ {
+ this.x = x;
+ this.y = y;
+ }
+
+ #endregion
+
+ #region Methods
+
+ public override bool Equals ( object obj )
+ {
+ if ( obj is Vector2Serializable || obj is Vector2 )
+ {
+ Vector2Serializable vector = ( Vector2Serializable )obj;
+ return this.x == vector.x && this.y == vector.y;
+ }
+ return false;
+ }
+
+ public override int GetHashCode ()
+ {
+ return this.x.GetHashCode () ^ this.y.GetHashCode () << 2;
+ }
+
+ public override string ToString ()
+ {
+ return string.Format ( "({0}, {1})", this.x, this.y );
+ }
+
+ #endregion
+
+ #region Operators Overload
+
+ public static implicit operator Vector2Serializable ( Vector2 vector )
+ {
+ return new Vector2Serializable ( vector );
+ }
+
+ public static implicit operator Vector2 ( Vector2Serializable vector )
+ {
+ return new Vector2 ( vector.x, vector.y );
+ }
+
+ public static implicit operator Vector2Serializable ( Vector3 vector )
+ {
+ return new Vector2Serializable ( vector );
+ }
+
+ public static implicit operator Vector3 ( Vector2Serializable vector )
+ {
+ return new Vector3 ( vector.x, vector.y );
+ }
+
+ public static implicit operator Vector2Serializable ( Vector4 vector )
+ {
+ return new Vector2Serializable ( vector );
+ }
+
+ public static implicit operator Vector4 ( Vector2Serializable vector )
+ {
+ return new Vector4 ( vector.x, vector.y );
+ }
+
+ public static implicit operator Vector2Serializable ( Vector3Serializable vector )
+ {
+ return new Vector2Serializable ( ( Vector2 )vector );
+ }
+
+ public static implicit operator Vector3Serializable ( Vector2Serializable vector )
+ {
+ return new Vector3Serializable ( ( Vector2 )vector );
+ }
+
+ public static implicit operator Vector2Serializable ( Vector4Serializable vector )
+ {
+ return new Vector2Serializable ( ( Vector2 )vector );
+ }
+
+ public static implicit operator Vector4Serializable ( Vector2Serializable vector )
+ {
+ return new Vector4Serializable ( ( Vector2 )vector );
+ }
+
+ #endregion
+
+ #region ISerializable implementation
+
+ public void GetObjectData ( SerializationInfo info, StreamingContext context )
+ {
+ info.AddValue ( "x", this.x, typeof ( float ) );
+ info.AddValue ( "y", this.y, typeof ( float ) );
+ }
+
+ #endregion
+
+}
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new file mode 100644
index 0000000..a9fc810
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diff --git a/Assets/Scripts/Serialization/Vector3Serializable.cs b/Assets/Scripts/Serialization/Vector3Serializable.cs
new file mode 100644
index 0000000..e3fb18f
--- /dev/null
+++ b/Assets/Scripts/Serialization/Vector3Serializable.cs
@@ -0,0 +1,172 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.Serialization;
+using UnityEngine;
+
+///
+/// Representation of 3D vectors and points.
+///
+[Serializable]
+public struct Vector3Serializable : ISerializable
+{
+
+ #region Parametres
+
+ ///
+ /// X component of the vector.
+ ///
+ public float x;
+
+ ///
+ /// Y component of the vector.
+ ///
+ public float y;
+
+ ///
+ /// Z component of the vector.
+ ///
+ public float z;
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Vector.
+ public Vector3Serializable ( Vector2 vector ) : this ( vector.x, vector.y )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Vector.
+ public Vector3Serializable ( Vector3 vector ) : this ( vector.x, vector.y, vector.z )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Vector.
+ public Vector3Serializable ( Vector4 vector ) : this ( vector.x, vector.y, vector.z )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The x coordinate.
+ /// The y coordinate.
+ public Vector3Serializable ( float x, float y ) : this ( x, y, 0f )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The x coordinate.
+ /// The y coordinate.
+ /// The z coordinate.
+ public Vector3Serializable ( float x, float y, float z )
+ {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ }
+
+ #endregion
+
+ #region Methods
+
+ public override bool Equals ( object obj )
+ {
+ if ( obj is Vector3Serializable || obj is Vector3 )
+ {
+ Vector3Serializable vector = ( Vector3Serializable )obj;
+ return this.x == vector.x && this.y == vector.y && this.z == vector.z;
+ }
+ return false;
+ }
+
+ public override int GetHashCode ()
+ {
+ return this.x.GetHashCode () ^ this.y.GetHashCode () << 2 ^ this.z.GetHashCode () >> 2;
+ }
+
+ public override string ToString ()
+ {
+ return string.Format ( "({0}, {1}, {2})", this.x, this.y, this.z );
+ }
+
+ #endregion
+
+ #region Operators Overload
+
+ public static implicit operator Vector3Serializable ( Vector2 vector )
+ {
+ return new Vector3Serializable ( vector );
+ }
+
+ public static implicit operator Vector2 ( Vector3Serializable vector )
+ {
+ return new Vector2 ( vector.x, vector.y );
+ }
+
+ public static implicit operator Vector3Serializable ( Vector3 vector )
+ {
+ return new Vector3Serializable ( vector );
+ }
+
+ public static implicit operator Vector3 ( Vector3Serializable vector )
+ {
+ return new Vector3 ( vector.x, vector.y, vector.z );
+ }
+
+ public static implicit operator Vector3Serializable ( Vector4 vector )
+ {
+ return new Vector3Serializable ( vector );
+ }
+
+ public static implicit operator Vector4 ( Vector3Serializable vector )
+ {
+ return new Vector4 ( vector.x, vector.y, vector.z );
+ }
+
+ public static implicit operator Vector3Serializable ( Vector2Serializable vector )
+ {
+ return new Vector3Serializable ( ( Vector3 )vector );
+ }
+
+ public static implicit operator Vector2Serializable ( Vector3Serializable vector )
+ {
+ return new Vector2Serializable ( ( Vector3 )vector );
+ }
+
+ public static implicit operator Vector3Serializable ( Vector4Serializable vector )
+ {
+ return new Vector3Serializable ( ( Vector3 )vector );
+ }
+
+ public static implicit operator Vector4Serializable ( Vector3Serializable vector )
+ {
+ return new Vector4Serializable ( ( Vector3 )vector );
+ }
+
+ #endregion
+
+ #region ISerializable implementation
+
+ public void GetObjectData ( SerializationInfo info, StreamingContext context )
+ {
+ info.AddValue ( "x", this.x, typeof ( float ) );
+ info.AddValue ( "y", this.y, typeof ( float ) );
+ info.AddValue ( "z", this.z, typeof ( float ) );
+ }
+
+ #endregion
+
+}
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diff --git a/Assets/Scripts/Serialization/Vector4Serializable.cs b/Assets/Scripts/Serialization/Vector4Serializable.cs
new file mode 100644
index 0000000..7adb319
--- /dev/null
+++ b/Assets/Scripts/Serialization/Vector4Serializable.cs
@@ -0,0 +1,190 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.Serialization;
+using UnityEngine;
+
+///
+/// Representation of four-dimensional vectors.
+///
+[Serializable]
+public struct Vector4Serializable : ISerializable
+{
+
+ #region Parametres
+
+ ///
+ /// X component of the vector.
+ ///
+ public float x;
+
+ ///
+ /// Y component of the vector.
+ ///
+ public float y;
+
+ ///
+ /// Z component of the vector.
+ ///
+ public float z;
+
+ ///
+ /// W component of the vector.
+ ///
+ public float w;
+
+ #endregion
+
+ #region Constructors
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Vector.
+ public Vector4Serializable ( Vector2 vector ) : this ( vector.x, vector.y )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Vector.
+ public Vector4Serializable ( Vector3 vector ) : this ( vector.x, vector.y, vector.z )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// Vector.
+ public Vector4Serializable ( Vector4 vector ) : this ( vector.x, vector.y, vector.z, vector.w )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The x coordinate.
+ /// The y coordinate.
+ public Vector4Serializable ( float x, float y ) : this ( x, y, 0f )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The x coordinate.
+ /// The y coordinate.
+ /// The z coordinate.
+ public Vector4Serializable ( float x, float y, float z ) : this ( x, y, z, 0f )
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the struct.
+ ///
+ /// The x coordinate.
+ /// The y coordinate.
+ /// The z coordinate.
+ /// The width.
+ public Vector4Serializable ( float x, float y, float z, float w )
+ {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ this.w = w;
+ }
+
+ #endregion
+
+ #region Methods
+
+ public override bool Equals ( object obj )
+ {
+ if ( obj is Vector4Serializable || obj is Vector4 )
+ {
+ Vector4Serializable vector = ( Vector4Serializable )obj;
+ return this.x == vector.x && this.y == vector.y && this.z == vector.z && this.w == vector.w;
+ }
+ return false;
+ }
+
+ public override int GetHashCode ()
+ {
+ return this.x.GetHashCode () ^ this.y.GetHashCode () << 2 ^ this.z.GetHashCode () >> 2 ^ this.w.GetHashCode () >> 1;
+ }
+
+ public override string ToString ()
+ {
+ return string.Format ( "({0}, {1}, {2}, {3})", this.x, this.y, this.z, this.w );
+ }
+
+ #endregion
+
+ #region Operators Overload
+
+ public static implicit operator Vector4Serializable ( Vector2 vector )
+ {
+ return new Vector4Serializable ( vector );
+ }
+
+ public static implicit operator Vector2 ( Vector4Serializable vector )
+ {
+ return new Vector2 ( vector.x, vector.y );
+ }
+
+ public static implicit operator Vector4Serializable ( Vector3 vector )
+ {
+ return new Vector4Serializable ( vector );
+ }
+
+ public static implicit operator Vector3 ( Vector4Serializable vector )
+ {
+ return new Vector3 ( vector.x, vector.y, vector.z );
+ }
+
+ public static implicit operator Vector4Serializable ( Vector4 vector )
+ {
+ return new Vector4Serializable ( vector );
+ }
+
+ public static implicit operator Vector4 ( Vector4Serializable vector )
+ {
+ return new Vector4 ( vector.x, vector.y, vector.z, vector.w );
+ }
+
+ public static implicit operator Vector4Serializable ( Vector2Serializable vector )
+ {
+ return new Vector4Serializable ( ( Vector4 )vector );
+ }
+
+ public static implicit operator Vector2Serializable ( Vector4Serializable vector )
+ {
+ return new Vector2Serializable ( ( Vector4 )vector );
+ }
+
+ public static implicit operator Vector4Serializable ( Vector3Serializable vector )
+ {
+ return new Vector4Serializable ( ( Vector4 )vector );
+ }
+
+ public static implicit operator Vector3Serializable ( Vector4Serializable vector )
+ {
+ return new Vector3Serializable ( ( Vector4 )vector );
+ }
+
+ #endregion
+
+ #region ISerializable implementation
+
+ public void GetObjectData ( SerializationInfo info, StreamingContext context )
+ {
+ info.AddValue ( "x", this.x, typeof ( float ) );
+ info.AddValue ( "y", this.y, typeof ( float ) );
+ info.AddValue ( "z", this.w, typeof ( float ) );
+ info.AddValue ( "w", this.w, typeof ( float ) );
+ }
+
+ #endregion
+
+}
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