Merge remote-tracking branch 'origin/develop' into feature/chat

# Conflicts:
#	Assets/PerfectWorld/Scene/Bootstrap.unity
This commit is contained in:
CuongNV
2026-03-16 11:28:14 +07:00
218 changed files with 190346 additions and 16906 deletions
+25
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# EditorConfig for Unity Project
root = true
[*]
charset = utf-8
insert_final_newline = true
trim_trailing_whitespace = true
[*.cs]
indent_style = space
indent_size = 4
end_of_line = crlf
# Unity Editor Only Usage Analyzer
# ERROR (màu đỏ) khi sử dụng code trong #if UNITY_EDITOR từ code không có directive
dotnet_diagnostic.UNITY_EDITOR_ONLY_USAGE.severity = error
# Các rule khác cho Unity
dotnet_analyzer_diagnostic.category-Unity.severity = warning
[*.{asmdef,asmref}]
indent_size = 2
[*.{json,md}]
indent_size = 2
+1 -1
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@@ -102,4 +102,4 @@ InitTestScene*.unity*
.idea
# AI Context
claude.md
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#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Tự động thêm UnityEditorOnlyAnalyzer vào các .csproj files khi Unity generate chúng
/// Analyzer phải ở project root, KHÔNG trong Assets/ để tránh Unity load như runtime assembly
/// </summary>
public class AddAnalyzerPostprocessor : AssetPostprocessor
{
private static string GetAnalyzerPath()
{
string projectRoot = Path.GetDirectoryName(Application.dataPath);
string analyzerPath = Path.Combine(projectRoot, "UnityEditorOnlyAnalyzer/bin/Release/netstandard2.0/UnityEditorOnlyAnalyzer.dll");
return Path.GetFullPath(analyzerPath);
}
/// <summary>
/// Unity gọi method này cho từng .csproj file được generate
/// Return content đã được modify - Unity sẽ ghi content này vào file
/// </summary>
public static string OnGeneratedCSProject(string path, string content)
{
string fileName = Path.GetFileName(path);
// Chỉ thêm vào các runtime assemblies, không thêm vào Editor assemblies
if (fileName != "Assembly-CSharp.csproj" && fileName != "Assembly-CSharp-firstpass.csproj")
{
return content;
}
// Kiểm tra xem đã có analyzer chưa
if (content.Contains("UnityEditorOnlyAnalyzer.dll"))
{
return content;
}
string analyzerPath = GetAnalyzerPath();
// Kiểm tra analyzer có tồn tại không
if (!File.Exists(analyzerPath))
{
Debug.LogWarning($"[UnityEditorOnlyAnalyzer] Analyzer not found at {analyzerPath}. " +
"Please build the analyzer first: cd UnityEditorOnlyAnalyzer && dotnet build -c Release");
return content;
}
// Bug fix 1: Tìm "</Project>" không có dấu cách ở đầu
int lastProjectTag = content.LastIndexOf("</Project>");
if (lastProjectTag < 0)
{
Debug.LogWarning($"[UnityEditorOnlyAnalyzer] Could not find </Project> tag in {fileName}");
return content;
}
// Bug fix 2: Không double-escape backslash trong XML - XML tự động escape
// Chỉ cần đảm bảo path có backslash đúng format Windows
string analyzerInclude = $@" <ItemGroup>
<Analyzer Include=""{analyzerPath}"" />
</ItemGroup>
</Project>";
string modifiedContent = content.Substring(0, lastProjectTag) + analyzerInclude;
Debug.Log($"[UnityEditorOnlyAnalyzer] ✅ Added analyzer to {fileName}");
return modifiedContent;
}
/// <summary>
/// Public method để menu item có thể gọi thủ công
/// </summary>
public static void AddAnalyzerToProjects()
{
// Trigger Unity regenerate .csproj files để OnGeneratedCSProject được gọi
UnityEditorInternal.InternalEditorUtility.OpenFileAtLineExternal("", 0);
AssetDatabase.Refresh();
// Cũng gọi fallback method để đảm bảo
OnGeneratedCSProjectFiles();
}
/// <summary>
/// Backup method: Unity gọi method này sau khi generate tất cả .csproj files
/// Chỉ dùng nếu OnGeneratedCSProject không hoạt động
/// </summary>
private static void OnGeneratedCSProjectFiles()
{
// Fallback: patch files sau khi đã được generate
string projectRoot = Path.GetDirectoryName(Application.dataPath);
string analyzerPath = GetAnalyzerPath();
if (!File.Exists(analyzerPath))
{
Debug.LogWarning($"[UnityEditorOnlyAnalyzer] Analyzer not found at {analyzerPath}. " +
"Please build the analyzer first: cd UnityEditorOnlyAnalyzer && dotnet build -c Release");
return;
}
string[] csprojFiles = Directory.GetFiles(projectRoot, "*.csproj", SearchOption.TopDirectoryOnly);
bool anyModified = false;
foreach (string csprojFile in csprojFiles)
{
string fileName = Path.GetFileName(csprojFile);
if (fileName == "Assembly-CSharp.csproj" || fileName == "Assembly-CSharp-firstpass.csproj")
{
string content = File.ReadAllText(csprojFile);
if (!content.Contains("UnityEditorOnlyAnalyzer.dll"))
{
// Bug fix: Tìm "</Project>" không có dấu cách
int lastProjectTag = content.LastIndexOf("</Project>");
if (lastProjectTag >= 0)
{
string analyzerInclude = $@" <ItemGroup>
<Analyzer Include=""{analyzerPath}"" />
</ItemGroup>
</Project>";
content = content.Substring(0, lastProjectTag) + analyzerInclude;
File.WriteAllText(csprojFile, content);
anyModified = true;
Debug.Log($"[UnityEditorOnlyAnalyzer] ✅ Added analyzer to {fileName} (fallback method)");
}
}
}
}
if (anyModified)
{
Debug.Log("[UnityEditorOnlyAnalyzer] ✅ Analyzer added to .csproj files! Please reload your IDE.");
}
}
}
/// <summary>
/// Menu item để trigger thủ công việc thêm analyzer
/// </summary>
public class UnityEditorOnlyAnalyzerMenu
{
[MenuItem("Tools/Unity Editor Only Analyzer/Add Analyzer to Projects")]
public static void AddAnalyzerManually()
{
AddAnalyzerPostprocessor.AddAnalyzerToProjects();
}
[MenuItem("Tools/Unity Editor Only Analyzer/Regenerate Project Files")]
public static void RegenerateProjectFiles()
{
// Trigger Unity regenerate .csproj files
UnityEditorInternal.InternalEditorUtility.OpenFileAtLineExternal("", 0);
AssetDatabase.Refresh();
Debug.Log("[UnityEditorOnlyAnalyzer] Project files regeneration triggered. Check Console for analyzer messages.");
}
}
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@@ -49,6 +49,10 @@ Shader "VFX/AllInOneShader_Instanced"
[Toggle]_ReFnl("ReFnl", Float) = 0
[Enum(Alpha,0,Add,1)]_BlendMode("BlendMode", Float) = 0
[ASEEnd]_DepthFade("DepthFade", Range( 0 , 10)) = 1
_MainTexRotate("MainTexRotate", Range( 0 , 360)) = 0
_MaskTexRotate("MaskTexRotate", Range( 0 , 360)) = 0
_DistortTexRotate("DistortTexRotate", Range( 0 , 360)) = 0
_DissolveTexRotate("DissolveTexRotate", Range( 0 , 360)) = 0
}
SubShader
@@ -299,6 +303,10 @@ Shader "VFX/AllInOneShader_Instanced"
UNITY_DEFINE_INSTANCED_PROP(half, _Dst)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveSoft)
UNITY_DEFINE_INSTANCED_PROP(half, _DepthFade)
UNITY_DEFINE_INSTANCED_PROP(half, _MainTexRotate)
UNITY_DEFINE_INSTANCED_PROP(half, _MaskTexRotate)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortTexRotate)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveTexRotate)
UNITY_INSTANCING_BUFFER_END(UnityPerMaterial)
// Macros to access instanced properties
@@ -338,6 +346,10 @@ Shader "VFX/AllInOneShader_Instanced"
#define _Dst_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Dst)
#define _DissolveSoft_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveSoft)
#define _DepthFade_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DepthFade)
#define _MainTexRotate_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTexRotate)
#define _MaskTexRotate_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MaskTexRotate)
#define _DistortTexRotate_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortTexRotate)
#define _DissolveTexRotate_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveTexRotate)
VertexOutput VertexFunction ( VertexInput v )
{
@@ -503,6 +515,7 @@ Shader "VFX/AllInOneShader_Instanced"
half2 appendResult4_g7 = (half2(_DistortTexUSpeed_Instanced , _DistortTexVSpeed_Instanced));
half2 uv_DistortTex = IN.ase_texcoord3.xy * _DistortTex_ST_Instanced.xy + _DistortTex_ST_Instanced.zw;
half2 panner5_g7 = ( 1.0 * _Time.y * appendResult4_g7 + uv_DistortTex);
{ half _r_panner5_g7 = (_DistortTexRotate_Instanced / 360.0) * PI * 2.0; half _c_panner5_g7 = cos(_r_panner5_g7); half _s_panner5_g7 = sin(_r_panner5_g7); panner5_g7 = mul(panner5_g7 - half2(0.5,0.5), half2x2(_c_panner5_g7,-_s_panner5_g7,_s_panner5_g7,_c_panner5_g7)) + half2(0.5,0.5); }
half4 tex2DNode7_g7 = SAMPLE_TEXTURE2D( _DistortTex, sampler_DistortTex, panner5_g7 );
half Distort148 = ( ( _DistortTexAR_Instanced == 0.0 ? tex2DNode7_g7.a : tex2DNode7_g7.r ) * _DistortFactor_Instanced );
#ifdef _FDISTORTTEX_ON
@@ -514,6 +527,7 @@ Shader "VFX/AllInOneShader_Instanced"
texCoord328.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
half2 appendResult330 = (half2(texCoord328.x , texCoord328.y));
half2 panner5_g13 = ( 1.0 * _Time.y * appendResult4_g13 + (( _CustomMainTex_Instanced )?( ( staticSwitch316 + appendResult330 ) ):( staticSwitch316 )));
{ half _r_panner5_g13 = (_MainTexRotate_Instanced / 360.0) * PI * 2.0; half _c_panner5_g13 = cos(_r_panner5_g13); half _s_panner5_g13 = sin(_r_panner5_g13); panner5_g13 = mul(panner5_g13 - half2(0.5,0.5), half2x2(_c_panner5_g13,-_s_panner5_g13,_s_panner5_g13,_c_panner5_g13)) + half2(0.5,0.5); }
half4 tex2DNode7_g13 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, panner5_g13 );
half4 MainTexColor215 = ( _MainColor_Instanced * tex2DNode7_g13 );
half4 texCoord333 = IN.ase_texcoord4;
@@ -530,6 +544,7 @@ Shader "VFX/AllInOneShader_Instanced"
half2 staticSwitch314 = uv_DissolveTex;
#endif
half2 panner5_g10 = ( 1.0 * _Time.y * appendResult4_g10 + staticSwitch314);
{ half _r_panner5_g10 = (_DissolveTexRotate_Instanced / 360.0) * PI * 2.0; half _c_panner5_g10 = cos(_r_panner5_g10); half _s_panner5_g10 = sin(_r_panner5_g10); panner5_g10 = mul(panner5_g10 - half2(0.5,0.5), half2x2(_c_panner5_g10,-_s_panner5_g10,_s_panner5_g10,_c_panner5_g10)) + half2(0.5,0.5); }
half4 tex2DNode7_g10 = SAMPLE_TEXTURE2D( _DissolveTex, sampler_DissolveTex, panner5_g10 );
half temp_output_351_20 = ( _DissolveTexAR_Instanced == 0.0 ? tex2DNode7_g10.a : tex2DNode7_g10.r );
half smoothstepResult264 = smoothstep( temp_output_272_0 , ( temp_output_272_0 + temp_output_277_0 ) , temp_output_351_20);
@@ -566,6 +581,7 @@ Shader "VFX/AllInOneShader_Instanced"
half2 staticSwitch312 = uv_MaskTex;
#endif
half2 panner5_g14 = ( 1.0 * _Time.y * appendResult4_g14 + staticSwitch312);
{ half _r_panner5_g14 = (_MaskTexRotate_Instanced / 360.0) * PI * 2.0; half _c_panner5_g14 = cos(_r_panner5_g14); half _s_panner5_g14 = sin(_r_panner5_g14); panner5_g14 = mul(panner5_g14 - half2(0.5,0.5), half2x2(_c_panner5_g14,-_s_panner5_g14,_s_panner5_g14,_c_panner5_g14)) + half2(0.5,0.5); }
half4 tex2DNode7_g14 = SAMPLE_TEXTURE2D( _MaskTex, sampler_MaskTex, panner5_g14 );
#ifdef _FMASKTEX_ON
half staticSwitch291 = ( _MaskTexAR_Instanced == 0.0 ? tex2DNode7_g14.a : tex2DNode7_g14.r );
@@ -741,6 +757,10 @@ Shader "VFX/AllInOneShader_Instanced"
UNITY_DEFINE_INSTANCED_PROP(half, _Dst)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveSoft)
UNITY_DEFINE_INSTANCED_PROP(half, _DepthFade)
UNITY_DEFINE_INSTANCED_PROP(half, _MainTexRotate)
UNITY_DEFINE_INSTANCED_PROP(half, _MaskTexRotate)
UNITY_DEFINE_INSTANCED_PROP(half, _DistortTexRotate)
UNITY_DEFINE_INSTANCED_PROP(half, _DissolveTexRotate)
UNITY_INSTANCING_BUFFER_END(UnityPerMaterial)
// Access macros (same as Forward pass)
@@ -780,6 +800,10 @@ Shader "VFX/AllInOneShader_Instanced"
#define _Dst_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _Dst)
#define _DissolveSoft_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveSoft)
#define _DepthFade_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DepthFade)
#define _MainTexRotate_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MainTexRotate)
#define _MaskTexRotate_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _MaskTexRotate)
#define _DistortTexRotate_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DistortTexRotate)
#define _DissolveTexRotate_Instanced UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _DissolveTexRotate)
VertexOutput VertexFunction( VertexInput v )
@@ -943,6 +967,7 @@ Shader "VFX/AllInOneShader_Instanced"
half2 appendResult4_g7 = (half2(_DistortTexUSpeed_Instanced , _DistortTexVSpeed_Instanced));
half2 uv_DistortTex = IN.ase_texcoord2.xy * _DistortTex_ST_Instanced.xy + _DistortTex_ST_Instanced.zw;
half2 panner5_g7 = ( 1.0 * _Time.y * appendResult4_g7 + uv_DistortTex);
{ half _r_panner5_g7 = (_DistortTexRotate_Instanced / 360.0) * PI * 2.0; half _c_panner5_g7 = cos(_r_panner5_g7); half _s_panner5_g7 = sin(_r_panner5_g7); panner5_g7 = mul(panner5_g7 - half2(0.5,0.5), half2x2(_c_panner5_g7,-_s_panner5_g7,_s_panner5_g7,_c_panner5_g7)) + half2(0.5,0.5); }
half4 tex2DNode7_g7 = SAMPLE_TEXTURE2D( _DistortTex, sampler_DistortTex, panner5_g7 );
half Distort148 = ( ( _DistortTexAR_Instanced == 0.0 ? tex2DNode7_g7.a : tex2DNode7_g7.r ) * _DistortFactor_Instanced );
#ifdef _FDISTORTTEX_ON
@@ -954,6 +979,7 @@ Shader "VFX/AllInOneShader_Instanced"
texCoord328.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
half2 appendResult330 = (half2(texCoord328.x , texCoord328.y));
half2 panner5_g13 = ( 1.0 * _Time.y * appendResult4_g13 + (( _CustomMainTex_Instanced )?( ( staticSwitch316 + appendResult330 ) ):( staticSwitch316 )));
{ half _r_panner5_g13 = (_MainTexRotate_Instanced / 360.0) * PI * 2.0; half _c_panner5_g13 = cos(_r_panner5_g13); half _s_panner5_g13 = sin(_r_panner5_g13); panner5_g13 = mul(panner5_g13 - half2(0.5,0.5), half2x2(_c_panner5_g13,-_s_panner5_g13,_s_panner5_g13,_c_panner5_g13)) + half2(0.5,0.5); }
half4 tex2DNode7_g13 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, panner5_g13 );
float MainTexAlpha138 = ( _MainColor_Instanced.a * ( _MainTexAR_Instanced == 0.0 ? tex2DNode7_g13.a : tex2DNode7_g13.r ) );
half2 appendResult4_g14 = (half2(_MaskTexUSpeed_Instanced , _MaskTexVSpeed_Instanced));
@@ -965,6 +991,7 @@ Shader "VFX/AllInOneShader_Instanced"
half2 staticSwitch312 = uv_MaskTex;
#endif
half2 panner5_g14 = ( 1.0 * _Time.y * appendResult4_g14 + staticSwitch312);
{ half _r_panner5_g14 = (_MaskTexRotate_Instanced / 360.0) * PI * 2.0; half _c_panner5_g14 = cos(_r_panner5_g14); half _s_panner5_g14 = sin(_r_panner5_g14); panner5_g14 = mul(panner5_g14 - half2(0.5,0.5), half2x2(_c_panner5_g14,-_s_panner5_g14,_s_panner5_g14,_c_panner5_g14)) + half2(0.5,0.5); }
half4 tex2DNode7_g14 = SAMPLE_TEXTURE2D( _MaskTex, sampler_MaskTex, panner5_g14 );
#ifdef _FMASKTEX_ON
half staticSwitch291 = ( _MaskTexAR_Instanced == 0.0 ? tex2DNode7_g14.a : tex2DNode7_g14.r );
@@ -986,6 +1013,7 @@ Shader "VFX/AllInOneShader_Instanced"
half2 staticSwitch314 = uv_DissolveTex;
#endif
half2 panner5_g10 = ( 1.0 * _Time.y * appendResult4_g10 + staticSwitch314);
{ half _r_panner5_g10 = (_DissolveTexRotate_Instanced / 360.0) * PI * 2.0; half _c_panner5_g10 = cos(_r_panner5_g10); half _s_panner5_g10 = sin(_r_panner5_g10); panner5_g10 = mul(panner5_g10 - half2(0.5,0.5), half2x2(_c_panner5_g10,-_s_panner5_g10,_s_panner5_g10,_c_panner5_g10)) + half2(0.5,0.5); }
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