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Ein intelligenter Audio-Manager für Unity, der nahtlos zwischen mehreren AudioClips hin- und herwechselt, mit adaptiver Klangmischung, die sich an die Länge der Clips anpasst. Enthält ein verstecktes
using UnityEngine;
using System.Collections;
using System.Linq;
using UnityEngine.Audio;
[RequireComponent(typeof(AudioSource))]
public class HarmonicFusion : MonoBehaviour
{
[Header("Audio Settings")]
[SerializeField] private AudioMixerGroup _targetMixerGroup;
[SerializeField] private float _crossfadeDuration = 0.5f;
[SerializeField] private float _minVolumeThreshold = 0.1f;
[SerializeField] private bool _randomizeOrder = true;
[Header("Audio Clips")]
[SerializeField] private AudioClip[] _audioClips;
[Header("Easter Egg")]
[SerializeField] private float _easterEggThreshold = 0.3f;
[SerializeField] private AudioClip _easterEggSound;
[SerializeField] private Color _easterEggColor = Color.magenta;
private AudioSource _audioSource;
private AudioClip _currentClip;
private AudioClip _nextClip;
private float _crossfadeProgress;
private bool _isCrossfading = false;
private bool _hasPlayedEasterEgg = false;
private Coroutine _currentCrossfadeRoutine;
private int _easterEggKeyPresses = 0;
private void Awake()
{
_audioSource = GetComponent<AudioSource>();
if (_audioSource == null)
{
_audioSource = gameObject.AddComponent<AudioSource>();
}
_audioSource.outputAudioMixerGroup = _targetMixerGroup;
_audioSource.volume = 0f;
if (_audioClips.Length < 2)
{
Debug.LogWarning("HarmonicFusion: At least two audio clips are required for crossfading.");
}
else
{
InitializeClips();
}
}
private void InitializeClips()
{
if (_randomizeOrder)
{
_audioClips = _audioClips.OrderBy(x => Random.Range(0f, 1f)).ToArray();
}
_currentClip = _audioClips[0];
_nextClip = _audioClips[1];
}
private void Update()
{
CheckEasterEggInput();
}
private void CheckEasterEggInput()
{
if (Input.GetKeyDown(KeyCode.Space))
{
_easterEggKeyPresses++;
if (_easterEggKeyPresses >= 5)
{
StartCoroutine(PlayEasterEgg());
_easterEggKeyPresses = 0;
}
}
else
{
_easterEggKeyPresses = 0;
}
}
public void PlayNextClip()
{
if (_audioClips.Length < 2) return;
if (_isCrossfading)
{
StopCoroutine(_currentCrossfadeRoutine);
_isCrossfading = false;
}
_crossfadeProgress = 0f;
_audioSource.volume = 1f;
_currentClip = _nextClip;
_nextClip = GetNextClip(_currentClip);
if (_nextClip == null) return;
_currentCrossfadeRoutine = StartCoroutine(CrossfadeToNextClip());
}
private AudioClip GetNextClip(AudioClip currentClip)
{
int currentIndex = System.Array.IndexOf(_audioClips, currentClip);
int nextIndex = (currentIndex + 1) % _audioClips.Length;
return _audioClips[nextIndex];
}
private IEnumerator CrossfadeToNextClip()
{
_isCrossfading = true;
float duration = Mathf.Clamp(_crossfadeDuration, 0.1f, 5f);
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
_crossfadeProgress = Mathf.Clamp01(elapsed / duration);
_audioSource.volume = 1f - _crossfadeProgress;
if (_audioSource.volume < _minVolumeThreshold)
{
_audioSource.Stop();
_audioSource.clip = _nextClip;
_audioSource.volume = 0f;
_audioSource.Play();
}
yield return null;
}
_audioSource.volume = 0f;
_isCrossfading = false;
}
private IEnumerator PlayEasterEgg()
{
if (_easterEggSound == null || _hasPlayedEasterEgg) yield break;
_hasPlayedEasterEgg = true;
// Visual feedback
StartCoroutine(FlashEasterEggColor());
// Play easter egg sound
AudioSource tempSource = gameObject.AddComponent<AudioSource>();
tempSource.playOnAwake = false;
tempSource.clip = _easterEggSound;
tempSource.SpatialBlend = 0f; // 2D sound
tempSource.volume = 1f;
tempSource.Play();
// Wait for sound to finish
yield return new WaitForSeconds(_easterEggSound.length);
// Cleanup
Destroy(tempSource);
_hasPlayedEasterEgg = false;
}
private IEnumerator FlashEasterEggColor()
{
Renderer[] renderers = GetComponentsInChildren<Renderer>();
if (renderers.Length == 0) yield break;
float duration = 0.5f;
float elapsed = 0f;
Color originalColor = renderers[0].material.color;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float progress = Mathf.Clamp01(elapsed / duration);
foreach (Renderer renderer in renderers)
{
renderer.material.color = Color.Lerp(originalColor, _easterEggColor, progress);
}
yield return null;
}
// Reset to original color
foreach (Renderer renderer in renderers)
{
renderer.material.color = originalColor;
}
}
#region Editor Helpers
private void OnValidate()
{
if (_audioClips == null || _audioClips.Length == 0)
{
Debug.LogWarning("HarmonicFusion: No audio clips assigned. Please assign at least two clips in the inspector.");
}
}
#endregion
}
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
/// <summary>
/// A creative object pooling system with a twist: pooled objects can be "evolved" over time.
/// This system is optimized for mobile-first with responsive behavior.
/// </summary>
public class EvolutionaryObjectPool : MonoBehaviour
{
[Header("Pool Settings")]
[SerializeField] private GameObject _prefabToPool;
[SerializeField] private int _initialPoolSize = 5;
[SerializeField] private int _minPoolSize = 3;
[SerializeField] private int _maxPoolSize = 20;
[SerializeField] private float _evolutionRate = 0.01f;
[SerializeField] private float _minEvolutionRate = 0.001f;
[SerializeField] private float _maxEvolutionRate = 0.1f;
[Header("UI References")]
[SerializeField] private Button _instantiateButton;
[SerializeField] private Text _poolSizeText;
[SerializeField] private Text _evolutionRateText;
private List<GameObject> _activeObjects;
private List<GameObject> _inactiveObjects;
private int _currentPoolSize;
private float _currentEvolutionRate;
private void Awake()
{
_activeObjects = new List<GameObject>();
_inactiveObjects = new List<GameObject>();
// Initialize the pool with the minimum size for mobile optimization
InitializePool(_minPoolSize);
// Set up UI event handlers with touch/mobile considerations
if (_instantiateButton != null)
{
_instantiateButton.onClick.AddListener(InstantiateObject);
}
UpdateUI();
}
private void InitializePool(int size)
{
for (int i = 0; i < size; i++)
{
GameObject obj = (GameObject)Instantiate(_prefabToPool);
obj.SetActive(false);
_inactiveObjects.Add(obj);
}
_currentPoolSize = size;
_currentEvolutionRate = _evolutionRate;
}
public GameObject GetPooledObject()
{
if (_inactiveObjects.Count > 0)
{
GameObject obj = _inactiveObjects[_inactiveObjects.Count - 1];
_inactiveObjects.RemoveAt(_inactiveObjects.Count - 1);
_activeObjects.Add(obj);
obj.SetActive(true);
// Apply current evolution mutation
ApplyMutation(obj);
return obj;
}
else if (_currentPoolSize < _maxPoolSize)
{
// Grow the pool if we need more objects
GameObject newObj = (GameObject)Instantiate(_prefabToPool);
_activeObjects.Add(newObj);
newObj.SetActive(true);
ApplyMutation(newObj);
_currentPoolSize++;
return newObj;
}
else
{
// No more objects available in the pool
return null;
}
}
private void ApplyMutation(GameObject obj)
{
// Get the poolable component if it exists
Poolable poolable = obj.GetComponent<Poolable>();
if (poolable != null)
{
// Apply random mutation based on evolution rate
float mutationAmount = Random.Range(-1, 1) * _currentEvolutionRate;
// Example: Mutate scale with some constraints
Vector3 currentScale = obj.transform.localScale;
float newScale = currentScale.x + mutationAmount;
newScale = Mathf.Clamp(newScale, 0.5f, 2.0f); // Constrain scale to reasonable values
obj.transform.localScale = new Vector3(newScale, newScale, newScale);
// Example: Mutate color with some constraints
Color currentColor = poolable.GetColor();
float r = Mathf.Clamp01(currentColor.r + mutationAmount * 0.5f);
float g = Mathf.Clamp01(currentColor.g + mutationAmount * 0.5f);
float b = Mathf.Clamp01(currentColor.b + mutationAmount * 0.5f);
poolable.SetColor(new Color(r, g, b));
// Example: Mutate material properties
Renderer renderer = obj.GetComponent<Renderer>();
if (renderer != null)
{
Material material = renderer.material;
material.SetFloat("_Metallic", Mathf.Clamp01(material.GetFloat("_Metallic") + mutationAmount * 0.1f));
material.SetFloat("_Glossiness", Mathf.Clamp01(material.GetFloat("_Glossiness") + mutationAmount * 0.1f));
}
}
}
public void ReturnObject(GameObject obj)
{
if (_activeObjects.Contains(obj))
{
_activeObjects.Remove(obj);
obj.SetActive(false);
_inactiveObjects.Add(obj);
// Adjust pool size based on usage for mobile optimization
if (_currentPoolSize > _minPoolSize && _inactiveObjects.Count > _currentPoolSize * 0.5f)
{
// Reduce pool size if we have too many inactive objects
GameObject toDestroy = _inactiveObjects[0];
_inactiveObjects.RemoveAt(0);
Destroy(toDestroy);
_currentPoolSize--;
}
}
}
public void InstantiateObject()
{
GameObject obj = GetPooledObject();
if (obj != null)
{
// For mobile, we'll position it near the center but with some randomness
Vector3 spawnPosition = Camera.main.ViewportToWorldPoint(new Vector3(Random.Range(0.2f, 0.8f), Random.Range(0.2f, 0.8f), 10));
obj.transform.position = spawnPosition;
// Set up a return timer for the object
StartCoroutine(ReturnObjectAfterDelay(obj, Random.Range(1f, 3f));
}
}
private System.Collections.IEnumerator ReturnObjectAfterDelay(GameObject obj, float delay)
{
yield return new WaitForSeconds(delay);
ReturnObject(obj);
}
private void Update()
{
// Gradually increase evolution rate over time for interesting behavior
_currentEvolutionRate = Mathf.Lerp(_currentEvolutionRate, _maxEvolutionRate, Time.deltaTime * _evolutionRate);
// If evolution rate is too low, reset it to avoid stagnation
if (_currentEvolutionRate < _minEvolutionRate)
{
_currentEvolutionRate = _minEvolutionRate;
}
UpdateUI();
}
private void UpdateUI()
{
if (_poolSizeText != null)
{
_poolSizeText.text = $"Pool Size: {_currentPoolSize} (Active: {_activeObjects.Count}, Inactive: {_inactiveObjects.Count})";
}
if (_evolutionRateText != null)
{
_evolutionRateText.text = $"Evolution Rate: {_currentEvolutionRate:F4}";
}
}
// Simple interface for poolable objects to get/set color
public interface Poolable
{
Color GetColor();
void SetColor(Color color);
}
}
Ein kreatives, interaktives Localization-System für Unity, das CSV-Dateien importiert und bei Laufzeit dynamisch zwischen Sprachen wechselt — mit integriertem "Language Blend"-Modus für visuelle Überg
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[RequireComponent(typeof(RectTransform))]
[DisallowMultipleComponent]
public class DynamicLocalizationStudio : MonoBehaviour, IPointerClickHandler
{
[Header("CSV Import Settings")]
[SerializeField] private TextAsset csvTemplate = null;
[SerializeField] private bool autoImportOnStart = true;
[SerializeField] private string delimiter = ",";
[SerializeField] private bool includeHeader = true;
[Header("UI Components")]
[SerializeField] private Text targetText = null;
[SerializeField] private TMPro.TMP_Text tmpTargetText = null;
[SerializeField] private Slider blendSlider = null;
[SerializeField] private Button languageButton = null;
[SerializeField] private GameObject languagePanel = null;
[SerializeField] private List<Sprite> languageFlags = new List<Sprite>();
[Header("Visual Effects")]
[SerializeField] private AnimationCurve blendCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[SerializeField] private float blendDuration = 0.8f;
[SerializeField] private bool useTMPColorGradient = false;
[Header("Events")]
[SerializeField] private UnityEvent<string> onLanguageChanged = new UnityEvent<string>();
[SerializeField] private UnityEvent onLanguageBlendComplete = new UnityEvent();
private Dictionary<string, Dictionary<string, string>> _languageData = new Dictionary<string, Dictionary<string, string>>();
private Dictionary<string, string> _currentLanguage = new Dictionary<string, string>();
private string _currentLanguageKey = "en";
private bool _isBlending = false;
private Coroutine _blendCoroutine = null;
private TMPro.TMP_TextInfo _textInfo = new TMPro.TMP_TextInfo();
private void Awake()
{
if (tmpTargetText == null && targetText == null)
{
Debug.LogError("DynamicLocalizationStudio: No text component assigned. Please assign either Text or TMP_Text.");
enabled = false;
return;
}
if (blendSlider != null) blendSlider.onValueChanged.AddListener(UpdateBlendProgress);
if (languageButton != null) languageButton.onClick.AddListener(ToggleLanguagePanel);
if (languagePanel != null) languagePanel.SetActive(false);
if (autoImportOnStart && csvTemplate != null)
{
ImportCSV(csvTemplate);
}
}
private void OnEnable()
{
if (blendSlider != null) blendSlider.onValueChanged.AddListener(UpdateBlendProgress);
if (languageButton != null) languageButton.onClick.AddListener(ToggleLanguagePanel);
}
private void OnDisable()
{
if (blendSlider != null) blendSlider.onValueChanged.RemoveListener(UpdateBlendProgress);
if (languageButton != null) languageButton.onClick.RemoveListener(ToggleLanguagePanel);
}
public void ImportCSV(TextAsset csvFile)
{
if (csvFile == null) return;
_languageData.Clear();
var lines = csvFile.text.Split('\n');
if (includeHeader && lines.Length > 0)
{
var headers = lines[0].Split(delimiter);
for (int i = 0; i < headers.Length; i++)
{
headers[i] = headers[i].Trim('"');
}
for (int i = 1; i < lines.Length; i++)
{
if (string.IsNullOrWhiteSpace(lines[i])) continue;
var values = lines[i].Split(delimiter);
if (values.Length != headers.Length) continue;
for (int j = 0; j < values.Length; j++)
{
values[j] = values[j].Trim('"');
}
if (!_languageData.ContainsKey(headers[0]))
{
_languageData[headers[0]] = new Dictionary<string, string>();
}
for (int j = 1; j < headers.Length; j++)
{
_languageData[headers[0]][headers[j]] = values[j - 1];
}
}
}
if (_languageData.Count == 0)
{
Debug.LogError("No valid language data found in CSV.");
return;
}
if (_currentLanguageKey == null || !_languageData.ContainsKey(_currentLanguageKey))
{
_currentLanguageKey = _languageData.Keys.FirstOrDefault();
if (_currentLanguageKey == null) return;
}
_currentLanguage = _languageData[_currentLanguageKey];
UpdateText();
Debug.Log($"Successfully imported {_languageData.Count} languages.");
}
public void ChangeLanguage(string languageKey)
{
if (string.IsNullOrEmpty(languageKey) || !_languageData.ContainsKey(languageKey)) return;
_currentLanguageKey = languageKey;
_currentLanguage = _languageData[languageKey];
if (blendSlider != null) blendSlider.value = 0f;
if (_blendCoroutine != null) StopCoroutine(_blendCoroutine);
if (blendSlider != null && blendSlider.value < 1f) StartBlend(_currentLanguageKey);
else UpdateText();
onLanguageChanged.Invoke(_currentLanguageKey);
}
public void ToggleLanguagePanel()
{
languagePanel.SetActive(!languagePanel.activeSelf);
}
public void SetLanguageFromDropdown(string languageKey)
{
ToggleLanguagePanel();
ChangeLanguage(languageKey);
}
private void UpdateBlendProgress(float value)
{
if (_isBlending)
{
float progress = Mathf.Clamp01(value);
UpdateText(progress);
}
}
private IEnumerator StartBlend(string targetKey)
{
_isBlending = true;
_blendCoroutine = StartCoroutine(BlendLanguages(targetKey));
yield return null;
}
private IEnumerator BlendLanguages(string targetKey)
{
float elapsed = 0f;
Dictionary<string, string> targetLanguage = _languageData[targetKey];
List<string> originalTexts = new List<string>();
List<string> targetTexts = new List<string>();
// Cache original and target texts
foreach (var kvp in _currentLanguage)
{
originalTexts.Add(kvp.Value);
targetTexts.Add(targetLanguage[kvp.Key]);
}
while (elapsed < 1f)
{
elapsed += Time.deltaTime / blendDuration;
float t = Mathf.Clamp01(elapsed);
UpdateText(t, originalTexts, targetTexts, true);
yield return null;
}
_currentLanguageKey = targetKey;
_currentLanguage = targetLanguage;
_isBlending = false;
onLanguageBlendComplete.Invoke();
}
private void UpdateText(float? blendProgress = null, List<string> originalTexts = null, List<string> targetTexts = null, bool isBlending = false)
{
if (targetText != null && tmpTargetText == null)
{
UpdateLegacyText(blendProgress, originalTexts, targetTexts, isBlending);
}
else if (tmpTargetText != null)
{
UpdateTMPText(blendProgress, originalTexts, targetTexts, isBlending);
}
}
private void UpdateLegacyText(float? blendProgress, List<string> originalTexts, List<string> targetTexts, bool isBlending)
{
if (targetText == null) return;
if (blendProgress.HasValue && isBlending)
{
float progress = blendProgress.Value;
string blendedText = BlendTexts(originalTexts, targetTexts, progress);
targetText.text = blendedText;
}
else
{
string text = string.Join("\n", _currentLanguage.Values);
targetText.text = text;
}
}
private void UpdateTMPText(float? blendProgress, List<string> originalTexts, List<string> targetTexts, bool isBlending)
{
if (tmpTargetText == null) return;
if (blendProgress.HasValue && isBlending)
{
float progress = blendProgress.Value;
string blendedText = BlendTexts(originalTexts, targetTexts, progress);
tmpTargetText.text = blendedText;
}
else
{
string text = string.Join("\n", _currentLanguage.Values);
tmpTargetText.text = text;
}
if (useTMPColorGradient)
{
tmpTargetText.GetTextInfo(tmpTargetText.text, out _textInfo);
if (_textInfo.characterCount > 0)
{
TMP_Color32 startColor = tmpTargetText.color;
TMP_Color32 endColor = tmpTargetText.color;
if (isBlending)
{
float t = blendProgress.Value;
endColor = Color.Lerp(startColor, tmpTargetText.color, t);
}
for (int i = 0; i < _textInfo.characterCount; i++)
{
tmpTargetText.SetColor(i, _textInfo, endColor);
}
}
}
}
private string BlendTexts(List<string> originalTexts, List<string> targetTexts, float progress)
{
if (originalTexts == null || targetTexts == null || originalTexts.Count != targetTexts.Count) return string.Empty;
List<string> blendedLines = new List<string>();
for (int i = 0; i < originalTexts.Count; i++)
{
string original = originalTexts[i];
string target = targetTexts[i];
float t = blendCurve.Evaluate(progress);
string blended = BlendSingleLine(original, target, t);
blendedLines.Add(blended);
}
return string.Join("\n", blendedLines);
}
private string BlendSingleLine(string original, string target, float t)
{
if (original == target) return original;
if (original.Length != target.Length)
{
// Simple fallback if lengths don't match
return ColorLerp(original, target, t);
}
StringBuilder blended = new StringBuilder();
for (int i = 0; i < original.Length; i++)
{
char originalChar = original[i];
char targetChar = target[i];
blended.Append(ColorLerp(originalChar, targetChar, t));
}
return blended.ToString();
}
private string ColorLerp(string a, string b, float t)
{
if (a == b) return a;
// Simple character-based blending (for demonstration)
return $"{a}{(int)(t * 255) > 127 ? b : a}";
}
private string ColorLerp(char a, char b, float t)
{
// This is a very basic implementation - in a real scenario you'd want proper Unicode handling
return (t < 0.5f) ? a : b;
}
public void OnPointerClick(PointerEventData eventData)
{
if (eventData.pointerCurrentRaycast.gameObject == languagePanel) return;
ToggleLanguagePanel();
}
// Editor utility methods
#if UNITY_EDITOR
private void Reset()
{
blendSlider = GetComponentInChildren<Slider>(true);
languageButton = GetComponentInChildren<Button>(true);
languagePanel = GetComponentInChildren<CanvasGroup>(true)?.gameObject;
targetText = GetComponentInChildren<Text>(true);
tmpTargetText = GetComponentInChildren<TMPro.TMP_Text>(true);
if (languagePanel != null)
{
var buttons = languagePanel.GetComponentsInChildren<Button>(true);
foreach (var button in buttons)
{
button.onClick.AddListener(() => SetLanguageFromDropdown(button.name));
}
}
}
[ContextMenu("Generate Sample CSV")]
public void GenerateSampleCSV()
{
string sampleCSV = @"
en,de,es,fr
greeting,Hello,Hola,Salut
farewell,Goodbye,Adiós,Au revoir
language,English,Deutsch,Español,Français
blend_example,This text will blend,Dieser Text wird gemischt,Este texto se mezclará,Ce texte sera mélangé
";
TextAsset sample = new TextAsset(sampleCSV);
UnityEditor.AssetDatabase.CreateAsset(sample, "Assets/DynamicLocalizationSample.csv");
csvTemplate = sample;
}
#endif
}
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