first commit

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2025-07-06 00:23:46 +02:00
commit 38f50c8819
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NitroxUnity/.gitignore vendored Normal file
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# Unity3D: User specific folders and files
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
# Unity3D: Autogenerated VS/MD/Consulo solution and project files
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.opendb
# Unity3D: Revert meta files
!*.meta
# NitroxUnity: Built Files
AssetBundles/

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NitroxUnity/.vsconfig Normal file
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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fileFormatVersion: 2
guid: 05e4b0210f7c33d429b7906d28bda414
folderAsset: yes
timeCreated: 1546949492
licenseType: Free
DefaultImporter:
userData:
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assetBundleVariant:

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using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Assets.Editor
{
public static class CreateAssetBundles
{
private const string UNITY_DIRECTORY = "AssetBundles";
private const string NITROX_DIRECTORY = "../Nitrox.Assets.Subnautica/AssetBundles";
[MenuItem("Nitrox/Build AssetBundles")]
private static void BuildAllAssetBundles()
{
try
{
if (Directory.Exists(UNITY_DIRECTORY))
{
Directory.Delete(UNITY_DIRECTORY, true);
}
Directory.CreateDirectory(UNITY_DIRECTORY);
BuildPipeline.BuildAssetBundles(UNITY_DIRECTORY, BuildAssetBundleOptions.None, BuildTarget.StandaloneWindows64);
if (Directory.Exists(NITROX_DIRECTORY))
{
foreach (string assetBundleName in AssetDatabase.GetAllAssetBundleNames())
{
if (assetBundleName == "AssetBundles" || assetBundleName.Contains(".manifest"))
{
continue;
}
File.Copy(Path.Combine(UNITY_DIRECTORY, assetBundleName), Path.Combine(NITROX_DIRECTORY, assetBundleName), true);
}
}
else
{
throw new DirectoryNotFoundException(NITROX_DIRECTORY + " wasn't found");
}
Debug.Log("Building Nitrox AssetBundles successfully finished");
}
catch (Exception ex)
{
Debug.LogError("Building Nitrox AssetBundles successfully failed");
Debug.LogException(ex);
}
}
}
}

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using UnityEditor;
using UnityEngine;
[ExecuteAlways]
public class NitroxTestShowTransform : MonoBehaviour
{
[Header("GlobalPosition")]
[SerializeField] private float positionX;
[SerializeField] private float positionY;
[SerializeField] private float positionZ;
[Header("GlobalRotation")]
[SerializeField] private float rotationX;
[SerializeField] private float rotationY;
[SerializeField] private float rotationZ;
[SerializeField] private float rotationW;
[Header("GlobalRotationEuler")]
[SerializeField] private float rotationEulerX;
[SerializeField] private float rotationEulerY;
[SerializeField] private float rotationEulerZ;
[Header("Matrices")]
[SerializeField] private Matrix4x4 localToWorldMatrix;
[SerializeField] private Matrix4x4 translationMatrix;
[SerializeField] private Matrix4x4 rotationMatrix;
[SerializeField] private Matrix4x4 scaleMatrix;
public void Update()
{
Vector3 position = transform.position;
positionX = position.x;
positionY = position.y;
positionZ = position.z;
Quaternion rotation = transform.rotation;
rotationX = rotation.x;
rotationY = rotation.y;
rotationZ = rotation.z;
rotationW = rotation.w;
Vector3 eulerAngles = transform.eulerAngles;
rotationEulerX = eulerAngles.x;
rotationEulerY = eulerAngles.y;
rotationEulerZ = eulerAngles.z;
localToWorldMatrix = transform.localToWorldMatrix;
translationMatrix = Matrix4x4.Translate(transform.localPosition);
rotationMatrix = Matrix4x4.Rotate(transform.localRotation);
scaleMatrix = Matrix4x4.Scale(transform.localScale);
}
}
[CustomPropertyDrawer(typeof(Matrix4x4))]
public class MatrixDrawer : PropertyDrawer
{
private const float CELL_WIDTH = 95f;
private const float CELL_HEIGHT = 20f;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
position.x += 10;
position.y += 20;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
Rect rect = new Rect(position.x, position.y, CELL_WIDTH, CELL_HEIGHT);
EditorGUI.PropertyField(rect, property.FindPropertyRelative("e" + i+j), GUIContent.none);
position.x += CELL_WIDTH;
}
position.x -= CELL_WIDTH*4;
position.y += CELL_HEIGHT;
}
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return base.GetPropertyHeight(property, label) * 5 + 20;
}
}

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