From 3e117aedd72be6ea702ad04390312e9c4ffe3cdc Mon Sep 17 00:00:00 2001 From: Nick Young Date: Tue, 26 May 2020 10:29:20 +1200 Subject: [PATCH] add a watch with FPS counter --- Assets/FPSCounter.cs | 45 ++ Assets/FPSCounter.cs.meta | 11 + .../LiberationSans SDF.asset | 10 +- Assets/Wristwatch.meta | 8 + Assets/Wristwatch/Models.meta | 9 + Assets/Wristwatch/Models/Materials.meta | 9 + .../Models/Materials/MetalBlack.mat | 78 +++ .../Models/Materials/MetalBlack.mat.meta | 8 + Assets/Wristwatch/Models/Materials/Red.mat | 78 +++ .../Wristwatch/Models/Materials/Red.mat.meta | 8 + .../Models/Materials/WatchStrap.mat | 82 +++ .../Models/Materials/WatchStrap.mat.meta | 8 + Assets/Wristwatch/Models/Materials/White.mat | 78 +++ .../Models/Materials/White.mat.meta | 8 + Assets/Wristwatch/Models/Watch.fbx | Bin 0 -> 32060 bytes Assets/Wristwatch/Models/Watch.fbx.meta | 91 ++++ Assets/Wristwatch/Prefabs.meta | 9 + Assets/Wristwatch/Prefabs/Watch.prefab | 339 ++++++++++++ Assets/Wristwatch/Prefabs/Watch.prefab.meta | 8 + Assets/Wristwatch/Scripts.meta | 9 + Assets/Wristwatch/Scripts/RealClock.cs | 48 ++ Assets/Wristwatch/Scripts/RealClock.cs.meta | 12 + Assets/Wristwatch/Shaders.meta | 9 + Assets/Wristwatch/Shaders/AO.shader | 59 +++ Assets/Wristwatch/Shaders/AO.shader.meta | 9 + Assets/quest.unity | 493 +++++++++++++++++- ProjectSettings/ProjectSettings.asset | 4 +- 27 files changed, 1521 insertions(+), 9 deletions(-) create mode 100644 Assets/FPSCounter.cs create mode 100644 Assets/FPSCounter.cs.meta create mode 100644 Assets/Wristwatch.meta create mode 100644 Assets/Wristwatch/Models.meta create mode 100644 Assets/Wristwatch/Models/Materials.meta create mode 100644 Assets/Wristwatch/Models/Materials/MetalBlack.mat create mode 100644 Assets/Wristwatch/Models/Materials/MetalBlack.mat.meta create mode 100644 Assets/Wristwatch/Models/Materials/Red.mat create mode 100644 Assets/Wristwatch/Models/Materials/Red.mat.meta create mode 100644 Assets/Wristwatch/Models/Materials/WatchStrap.mat create mode 100644 Assets/Wristwatch/Models/Materials/WatchStrap.mat.meta create mode 100644 Assets/Wristwatch/Models/Materials/White.mat create mode 100644 Assets/Wristwatch/Models/Materials/White.mat.meta create mode 100644 Assets/Wristwatch/Models/Watch.fbx create mode 100644 Assets/Wristwatch/Models/Watch.fbx.meta create mode 100644 Assets/Wristwatch/Prefabs.meta create mode 100644 Assets/Wristwatch/Prefabs/Watch.prefab create mode 100644 Assets/Wristwatch/Prefabs/Watch.prefab.meta create mode 100644 Assets/Wristwatch/Scripts.meta create mode 100644 Assets/Wristwatch/Scripts/RealClock.cs create mode 100644 Assets/Wristwatch/Scripts/RealClock.cs.meta create mode 100644 Assets/Wristwatch/Shaders.meta create mode 100644 Assets/Wristwatch/Shaders/AO.shader create mode 100644 Assets/Wristwatch/Shaders/AO.shader.meta diff --git a/Assets/FPSCounter.cs b/Assets/FPSCounter.cs new file mode 100644 index 0000000..b69bad9 --- /dev/null +++ b/Assets/FPSCounter.cs @@ -0,0 +1,45 @@ +using System; + using UnityEngine; + using TMPro; + + namespace UnityStandardAssets.Utility + { + [RequireComponent(typeof (TextMeshPro))] + public class FPSCounter : MonoBehaviour + { + const float fpsMeasurePeriod = 0.5f; + private int m_FpsAccumulator = 0; + private float m_FpsNextPeriod = 0; + private int m_CurrentFps; + const string display = "{0} FPS"; + private TextMeshPro m_Text; + + + private void Start() + { + m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod; + m_Text = GetComponent(); + } + + + private void Update() + { + // measure average frames per second + m_FpsAccumulator++; + if (Time.realtimeSinceStartup > m_FpsNextPeriod) + { + m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod); + m_FpsAccumulator = 0; + m_FpsNextPeriod += fpsMeasurePeriod; + m_Text.text = string.Format(display, m_CurrentFps); + if (m_CurrentFps < 30) { + m_Text.color = Color.red; + } else if (m_CurrentFps < 50) { + m_Text.color = Color.yellow; + } else { + m_Text.color = Color.green; + } + } + } + } + } \ No newline at end of file diff --git a/Assets/FPSCounter.cs.meta b/Assets/FPSCounter.cs.meta new file mode 100644 index 0000000..d4ac7ad --- /dev/null +++ b/Assets/FPSCounter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b5bbd663e72af374a9d68270993b769b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset index 4da8faf..0cc53de 100644 --- a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset @@ -9,7 +9,7 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: LiberationSans SDF Material m_Shader: {fileID: 4800000, guid: 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You may assign as many or few hands as you wish, but I recommend you use all 3! +//And of course you can use your own watch model, should work with any as long as the hands are +//all at 12:00 when their rotation is zeroed and their local Z axis is perpendicular to the clock face + +using UnityEngine; +using System.Collections; +using System; +using TMPro; + +public class RealClock : MonoBehaviour { + public Transform Hours; + public Transform Minutes; + public Transform Seconds; + public TextMeshPro digital; + + // Use this for initialization + void Start () { + } + + // Update is called once per frame + void Update () { + float hour = System.DateTime.Now.Hour; + float minute = System.DateTime.Now.Minute; + float second = System.DateTime.Now.Second; + float millisecond = System.DateTime.Now.Millisecond; + + digital.text = string.Format("{0:00}:{1:00}", hour, minute); + + //we want these hands to move smoothly, not jump every time the hour/minute changes. + hour = hour + minute / 60f; + minute = minute + second / 60f; + + //The second hand is fine jumping, but if you want a smooth rotation on that just uncomment this code: + //second = second + millisecond / 1000f; + + + if(Hours) + Hours.localRotation = Quaternion.Euler (0, 0, hour / 12 * 360); + + if(Minutes) + Minutes.localRotation = Quaternion.Euler (0, 0, minute / 60 * 360); + + if(Seconds) + Seconds.localRotation = Quaternion.Euler (0, 0, second / 60 * 360); + + + } +} diff --git a/Assets/Wristwatch/Scripts/RealClock.cs.meta b/Assets/Wristwatch/Scripts/RealClock.cs.meta new file mode 100644 index 0000000..62bba40 --- /dev/null +++ b/Assets/Wristwatch/Scripts/RealClock.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dbcdf53398c9324429fd0c818f9b4b0a +timeCreated: 1479169754 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Wristwatch/Shaders.meta b/Assets/Wristwatch/Shaders.meta new file mode 100644 index 0000000..93d9d80 --- /dev/null +++ b/Assets/Wristwatch/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 509ec6aff4fb5204ba5b67e2ca93cb44 +folderAsset: yes +timeCreated: 1479179959 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Wristwatch/Shaders/AO.shader b/Assets/Wristwatch/Shaders/AO.shader new file mode 100644 index 0000000..8657c0d --- /dev/null +++ b/Assets/Wristwatch/Shaders/AO.shader @@ -0,0 +1,59 @@ +Shader "Standard Vertex AO" { + Properties { + _Color ("Color", Color) = (1,1,1,1) + _EmissionColor("Emission Color", Color) = (0,0,0,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _MainNrm ("Normal Map", 2D) = "bump" {} + _NrmStrength ("Normal Strength", Range(-2,2)) = 1 + _Glossiness ("Smoothness", Range(0,1)) = 0.5 + _Metallic ("Metallic", Range(0,1)) = 0.0 + } + SubShader { + Tags { "RenderType"="Opaque" } + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf Standard fullforwardshadows + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.0 + + sampler2D _MainTex; + sampler2D _MainNrm; + + struct Input { + float2 uv_MainTex; + float2 uv_MainNrm; + float4 color : Color; + }; + half _NrmStrength; + half _Glossiness; + half _Metallic; + fixed4 _Color; + fixed4 _EmissionColor; + void surf (Input IN, inout SurfaceOutputStandard o) { + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + o.Albedo = c.rgb * IN.color.rgb ; + + fixed3 nrm = UnpackNormal(tex2D (_MainNrm, IN.uv_MainNrm)); + nrm = lerp(fixed3(0,0,1),nrm, _NrmStrength); + //nrm.z = nrm.z / _NrmStrength; + + o.Normal = nrm; + o.Emission = _EmissionColor * IN.color.rgb * tex2D (_MainTex, IN.uv_MainTex); + + //if(_Glossiness == 0){ + //o.Specular = 0; + //} + + // Metallic and smoothness come from slider variables + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + o.Alpha = c.a; + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Assets/Wristwatch/Shaders/AO.shader.meta b/Assets/Wristwatch/Shaders/AO.shader.meta new file mode 100644 index 0000000..970ff38 --- /dev/null +++ b/Assets/Wristwatch/Shaders/AO.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2c89b3874204b314ea5433362791bfe1 +timeCreated: 1456367871 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/quest.unity b/Assets/quest.unity index 9cbf923..5331ae4 100644 --- a/Assets/quest.unity +++ b/Assets/quest.unity @@ -4875,7 +4875,7 @@ PrefabInstance: objectReference: {fileID: 0} - 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