formatting

This commit is contained in:
klemek
2020-12-19 17:21:06 +01:00
parent 63e8f2c5f6
commit 205a663e07
56 changed files with 1690 additions and 1297 deletions
+1
View File
@@ -0,0 +1 @@
*.cs filter=tabify
+370
View File
@@ -0,0 +1,370 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1001 &3755469950790061681
PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
m_TransformParent: {fileID: 8387739526954179449}
m_Modifications:
- target: {fileID: -7307756874029176930, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: Name
value: Q
objectReference: {fileID: 0}
- target: {fileID: -7307756874029176930, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: Orientation.x
value: 1
objectReference: {fileID: 0}
- target: {fileID: 1824742176375353076, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_Name
value: Q
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_RootOrder
value: 3
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalPosition.x
value: 2.5
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalPosition.y
value: -1.5
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalPosition.z
value: -1
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalRotation.w
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalRotation.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalRotation.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalRotation.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalEulerAnglesHint.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalEulerAnglesHint.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
--- !u!1001 &6953158164962515518
PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
m_TransformParent: {fileID: 8387739526954179449}
m_Modifications:
- target: {fileID: -7307756874029176930, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: Name
value: A
objectReference: {fileID: 0}
- target: {fileID: -7307756874029176930, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: IsInput
value: 1
objectReference: {fileID: 0}
- target: {fileID: -7307756874029176930, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: Orientation.x
value: -1
objectReference: {fileID: 0}
- target: {fileID: 1824742176375353076, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_Name
value: A
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_RootOrder
value: 2
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalPosition.x
value: 0.5
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalPosition.y
value: -1.5
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalPosition.z
value: -1
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalRotation.w
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalRotation.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalRotation.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalRotation.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalEulerAnglesHint.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalEulerAnglesHint.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 8599692958760628507, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: d2ad1e1266d8af64ca87541a40be7e9f, type: 3}
--- !u!1001 &7555383740349455498
PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
m_TransformParent: {fileID: 0}
m_Modifications:
- target: {fileID: 347446582494478752, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Name
value: 200 Buffer gate
objectReference: {fileID: 0}
- target: {fileID: 1658337153186624383, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalScale.x
value: 2.5
objectReference: {fileID: 0}
- target: {fileID: 1658337153186624383, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalScale.y
value: 2.5
objectReference: {fileID: 0}
- target: {fileID: 1658337153186624383, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalPosition.x
value: 1.5
objectReference: {fileID: 0}
- target: {fileID: 1658337153186624383, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalPosition.y
value: -1.5
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_RootOrder
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalPosition.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalPosition.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalPosition.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalRotation.w
value: 1
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalRotation.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalRotation.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalRotation.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalEulerAnglesHint.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalEulerAnglesHint.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2169103976044701791, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_BodyType
value: 0
objectReference: {fileID: 0}
- target: {fileID: 2169103976044701791, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_GravityScale
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_SpriteTilingProperty.pivot.y
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_SpriteTilingProperty.newSize.x
value: 3
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_SpriteTilingProperty.newSize.y
value: 3
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_SpriteTilingProperty.oldSize.x
value: 3
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_SpriteTilingProperty.oldSize.y
value: 3
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.size
value: 13
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[0].x
value: 2.46
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[0].y
value: -1.61
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[1].x
value: 2.61
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[1].y
value: -1.52
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[2].x
value: 2.61
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[2].y
value: -1.49
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[3].x
value: 2.6
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[3].y
value: -1.4699999
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[4].x
value: 2.35
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[4].y
value: -1.3299999
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[5].x
value: 0.55
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[5].y
value: -0.32999998
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[6].x
value: 0.5
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[6].y
value: -0.32
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[7].x
value: 0.48
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[7].y
value: -0.34
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[8].x
value: 0.48
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[8].y
value: -2.6599998
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[9].x
value: 0.48999998
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[9].y
value: -2.6799998
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_SpriteTilingProperty.adaptiveTilingThreshold
value: 0.5
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[10].x
value: 0.52
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[10].y
value: -2.6799998
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[11].x
value: 0.57
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[11].y
value: -2.6699998
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[12].x
value: 0.75
objectReference: {fileID: 0}
- target: {fileID: 4542802031506979094, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Points.m_Paths.Array.data[0].Array.data[12].y
value: -2.56
objectReference: {fileID: 0}
- target: {fileID: 9216698528057375618, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Size.x
value: 3
objectReference: {fileID: 0}
- target: {fileID: 9216698528057375618, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Size.y
value: 3
objectReference: {fileID: 0}
- target: {fileID: 9216698528057375618, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_Sprite
value:
objectReference: {fileID: 3286163911610860551, guid: 9b1c4145c6340064297ab349609dd56c, type: 3}
- target: {fileID: 9216698528057375618, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
propertyPath: m_WasSpriteAssigned
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
--- !u!4 &8387739526954179449 stripped
Transform:
m_CorrespondingSourceObject: {fileID: 2070848596161447923, guid: e13798a14679ee74fa71d11caea77e78, type: 3}
m_PrefabInstance: {fileID: 7555383740349455498}
m_PrefabAsset: {fileID: 0}
+7
View File
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 368a8d7e21df7914f808163c111f710d
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+54 -54
View File
@@ -4,77 +4,77 @@ using UnityEngine;
namespace UntitledLogicGame
{
public class CameraManager : MonoBehaviour
{
#region Unity Properties
public class CameraManager : MonoBehaviour
{
#region Unity Properties
[Header("Zooming")]
public int MinSize;
public int MaxSize;
public float ScrollSensitivity;
[Header("Zooming")]
public int MinSize;
public int MaxSize;
public float ScrollSensitivity;
[Header("Moving")]
public Camera Camera101;
[Header("Moving")]
public Camera Camera101;
#endregion
#endregion
#region Public Properties
#region Public Properties
#endregion
#endregion
#region Private Properties
#region Private Properties
private Vector3 _startDragMousePos;
private Vector3? _startDragPos;
private Vector3 _startDragMousePos;
private Vector3? _startDragPos;
#endregion
#endregion
#region Unity Methods
#region Unity Methods
private void FixedUpdate()
{
UpdateZoom();
UpdateDrag();
}
private void FixedUpdate()
{
UpdateZoom();
UpdateDrag();
}
#endregion
#endregion
#region Public Methods
#region Public Methods
#endregion
#endregion
#region Private Methods
#region Private Methods
private void UpdateZoom()
{
var size = Camera.main.orthographicSize;
size -= Input.GetAxis("Mouse ScrollWheel") * ScrollSensitivity;
size = Mathf.Clamp(size, MinSize, MaxSize);
Camera.main.orthographicSize = size;
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -size);
}
private void UpdateZoom()
{
var size = Camera.main.orthographicSize;
size -= Input.GetAxis("Mouse ScrollWheel") * ScrollSensitivity;
size = Mathf.Clamp(size, MinSize, MaxSize);
Camera.main.orthographicSize = size;
Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, Camera.main.transform.position.y, -size);
}
private void UpdateDrag()
{
if (Input.GetMouseButton(2))
{
var mousePos = Camera101.ScreenToWorldPoint(Input.mousePosition);
mousePos.z = 0f;
private void UpdateDrag()
{
if (Input.GetMouseButton(2))
{
var mousePos = Camera101.ScreenToWorldPoint(Input.mousePosition);
mousePos.z = 0f;
if (_startDragPos == null)
{
_startDragMousePos = mousePos;
_startDragPos = Camera.main.transform.position;
}
if (_startDragPos == null)
{
_startDragMousePos = mousePos;
_startDragPos = Camera.main.transform.position;
}
Camera.main.transform.position = _startDragPos.Value - (mousePos - _startDragMousePos) * Camera.main.orthographicSize;
}
else if (_startDragPos != null)
{
_startDragPos = null;
}
}
Camera.main.transform.position = _startDragPos.Value - (mousePos - _startDragMousePos) * Camera.main.orthographicSize;
}
else if (_startDragPos != null)
{
_startDragPos = null;
}
}
#endregion
}
#endregion
}
}
+15 -15
View File
@@ -5,31 +5,31 @@ using UnityEngine;
namespace UntitledLogicGame
{
//public class TODO : MonoBehaviour
//{
// #region Unity Properties
//public class TODO : MonoBehaviour
//{
// #region Unity Properties
// #endregion
// #endregion
// #region Public Properties
// #region Public Properties
// #endregion
// #endregion
// #region Private Properties
// #region Private Properties
// #endregion
// #endregion
// #region Unity Methods
// #region Unity Methods
// #endregion
// #endregion
// #region Public Methods
// #region Public Methods
// #endregion
// #endregion
// #region Private Methods
// #region Private Methods
// #endregion
//}
// #endregion
//}
}
+54 -54
View File
@@ -6,80 +6,80 @@ using UntitledLogicGame.Workspace;
namespace UntitledLogicGame
{
public class GameManager : MonoBehaviour
{
#region Static Properties
public class GameManager : MonoBehaviour
{
#region Static Properties
public static GameManager Instance {
get
{
if (_instance == null)
_instance = FindObjectOfType<GameManager>();
return _instance;
}
}
private static GameManager _instance;
public static GameManager Instance {
get
{
if (_instance == null)
_instance = FindObjectOfType<GameManager>();
return _instance;
}
}
private static GameManager _instance;
#endregion
#endregion
#region Unity Properties
#region Unity Properties
[Header("Prefabs")]
public Cable CablePrefab;
[Header("Prefabs")]
public Cable CablePrefab;
[Header("Groups")]
public Transform GatesGroup;
public Transform CablesGroup;
[Header("Groups")]
public Transform GatesGroup;
public Transform CablesGroup;
[Header("Colors")]
public Color DeadColor;
public Color ActivatedColor;
[Header("Colors")]
public Color DeadColor;
public Color ActivatedColor;
[Header("Gates")]
public List<Gate> GatePrefabs;
[Header("Gates")]
public List<Gate> GatePrefabs;
#endregion
#endregion
#region Public Properties
#region Public Properties
public Anchor CurrentAnchor { get; set; }
public Gate CurrentGate { get; set; }
public PointerManager PointerManager
{
get
{
if (_pointerManager == null)
_pointerManager = GetComponent<PointerManager>();
return _pointerManager;
}
}
public Anchor CurrentAnchor { get; set; }
public Gate CurrentGate { get; set; }
public PointerManager PointerManager
{
get
{
if (_pointerManager == null)
_pointerManager = GetComponent<PointerManager>();
return _pointerManager;
}
}
#endregion
#endregion
#region Private Properties
#region Private Properties
private PointerManager _pointerManager;
private PointerManager _pointerManager;
#endregion
#endregion
#region Unity Methods
#region Unity Methods
#endregion
#endregion
#region Public Methods
#region Public Methods
public void CreateGate(Gate gatePrefab)
{
var gate = Instantiate(gatePrefab, GatesGroup);
gate.transform.position = PointerManager.MousePos - gate.Box.transform.position;
PointerManager.DragGate(gate, true);
}
public void CreateGate(Gate gatePrefab)
{
var gate = Instantiate(gatePrefab, GatesGroup);
gate.transform.position = PointerManager.MousePos - gate.Box.transform.position;
PointerManager.DragGate(gate, true);
}
#endregion
#endregion
#region Private Methods
#region Private Methods
#endregion
}
#endregion
}
}
+191 -191
View File
@@ -7,226 +7,226 @@ using UntitledLogicGame.Workspace;
namespace UntitledLogicGame
{
public class PointerManager : MonoBehaviour
{
#region Static Properties
public class PointerManager : MonoBehaviour
{
#region Static Properties
public static PointerManager Instance => GameManager.Instance.PointerManager;
public static PointerManager Instance => GameManager.Instance.PointerManager;
#endregion
#endregion
#region Unity Properties
#region Unity Properties
[Header("Click")]
public float DoubleClickThreshold;
public float DoubleClickDelay;
[Header("Click")]
public float DoubleClickThreshold;
public float DoubleClickDelay;
[Header("Cursor")]
public Texture2D DefaultCursor;
public Texture2D PointerCursor;
public Texture2D MoveCursor;
[Header("Cursor")]
public Texture2D DefaultCursor;
public Texture2D PointerCursor;
public Texture2D MoveCursor;
#endregion
#endregion
#region Public Properties
#region Public Properties
public static Vector3 MousePos { get; set; }
public bool Interacting => _currentCable != null || _currentGate != null;
public bool MovingObject => _currentGate != null;
public bool Clicking => Input.GetButton("Fire1");
public bool DeleteOnRelease { get; set; }
public static Vector3 MousePos { get; set; }
public bool Interacting => _currentCable != null || _currentGate != null;
public bool MovingObject => _currentGate != null;
public bool Clicking => Input.GetButton("Fire1");
public bool DeleteOnRelease { get; set; }
#endregion
#endregion
#region Private Properties
#region Private Properties
private Cable _currentCable;
private Gate _currentGate;
private Vector3? _currentGateInitialPos;
private Vector3 _currentGateDelta;
private Texture2D _currentCursor;
private float _clicked = 0f;
private float _clicktime = 0f;
private Cable _currentCable;
private Gate _currentGate;
private Vector3? _currentGateInitialPos;
private Vector3 _currentGateDelta;
private Texture2D _currentCursor;
private float _clicked = 0f;
private float _clicktime = 0f;
#endregion
#endregion
#region Unity Methods
#region Unity Methods
private void FixedUpdate()
{
UpdateMousePos();
private void FixedUpdate()
{
UpdateMousePos();
if (Clicking)
{
UpdateDrag();
}
else
{
UpdateDrop();
}
if (Clicking)
{
UpdateDrag();
}
else
{
UpdateDrop();
}
UpdateCursor();
}
UpdateCursor();
}
#endregion
#endregion
#region Public Methods
#region Public Methods
public void DragGate(Gate gate, bool created)
{
_currentGate = gate;
_currentGateDelta = MousePos - _currentGate.transform.position;
_currentGateInitialPos = created ? (Vector3?)null : _currentGate.transform.position;
foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
{
renderer.sortingLayerName = "moving";
}
}
public void DragGate(Gate gate, bool created)
{
_currentGate = gate;
_currentGateDelta = MousePos - _currentGate.transform.position;
_currentGateInitialPos = created ? (Vector3?)null : _currentGate.transform.position;
foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
{
renderer.sortingLayerName = "moving";
}
}
public void RequestDelete()
{
if (_currentGate != null)
{
Destroy(_currentGate.gameObject);
_currentGate = null;
}
}
public void RequestDelete()
{
if (_currentGate != null)
{
Destroy(_currentGate.gameObject);
_currentGate = null;
}
}
public bool DoubleClick()
{
if (Clicking)
{
_clicked += Time.deltaTime;
}
else
{
if(_clicked >= DoubleClickThreshold)
{
if(Time.time - _clicktime < DoubleClickDelay)
{
_clicked = 0f;
_clicktime = 0f;
return true;
}
else
{
_clicktime = Time.time;
}
}
_clicked = 0f;
}
return false;
}
public bool DoubleClick()
{
if (Clicking)
{
_clicked += Time.deltaTime;
}
else
{
if(_clicked >= DoubleClickThreshold)
{
if(Time.time - _clicktime < DoubleClickDelay)
{
_clicked = 0f;
_clicktime = 0f;
return true;
}
else
{
_clicktime = Time.time;
}
}
_clicked = 0f;
}
return false;
}
#endregion
#endregion
#region Private Methods
#region Private Methods
private static void UpdateMousePos()
{
var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mousePos.z = 0f;
MousePos = mousePos;
}
private static void UpdateMousePos()
{
var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mousePos.z = 0f;
MousePos = mousePos;
}
private void UpdateCursor()
{
var cursor = DefaultCursor;
var position = Vector2.zero;
private void UpdateCursor()
{
var cursor = DefaultCursor;
var position = Vector2.zero;
if (!Interacting && GameManager.Instance.CurrentAnchor != null || Interacting && _currentCable != null)
{
cursor = PointerCursor;
position = new Vector2(cursor.width / 2f, 0f);
}
else if (!Interacting && GameManager.Instance.CurrentGate != null || Interacting && _currentGate != null)
{
cursor = MoveCursor;
position = new Vector2(cursor.width / 2f, cursor.height / 2f);
}
if (!Interacting && GameManager.Instance.CurrentAnchor != null || Interacting && _currentCable != null)
{
cursor = PointerCursor;
position = new Vector2(cursor.width / 2f, 0f);
}
else if (!Interacting && GameManager.Instance.CurrentGate != null || Interacting && _currentGate != null)
{
cursor = MoveCursor;
position = new Vector2(cursor.width / 2f, cursor.height / 2f);
}
if(_currentCursor != cursor)
{
//TODO Invalid texture used for cursor - check importer settings or texture creation. Texture must be RGBA32, readable, have alphaIsTransparency enabled and have no mip chain.
Cursor.SetCursor(cursor, position, CursorMode.Auto);
_currentCursor = cursor;
}
}
if(_currentCursor != cursor)
{
//TODO Invalid texture used for cursor - check importer settings or texture creation. Texture must be RGBA32, readable, have alphaIsTransparency enabled and have no mip chain.
Cursor.SetCursor(cursor, position, CursorMode.Auto);
_currentCursor = cursor;
}
}
private void UpdateDrag()
{
if (_currentCable != null) // Dragging cable
{
_currentCable.FallbackEndPos = MousePos;
}
else if (_currentGate != null) // Dragging gate
{
_currentGate.transform.position = MousePos - _currentGateDelta;
}
else if (GameManager.Instance.CurrentAnchor != null) // Dragging new cable
{
_currentCable = Instantiate(GameManager.Instance.CablePrefab, GameManager.Instance.CablesGroup, true);
_currentCable.StartAnchor = GameManager.Instance.CurrentAnchor;
_currentCable.FallbackEndPos = MousePos;
}
else if (GameManager.Instance.CurrentGate != null) // Dragging new gate
{
DragGate(GameManager.Instance.CurrentGate, false);
}
}
private void UpdateDrag()
{
if (_currentCable != null) // Dragging cable
{
_currentCable.FallbackEndPos = MousePos;
}
else if (_currentGate != null) // Dragging gate
{
_currentGate.transform.position = MousePos - _currentGateDelta;
}
else if (GameManager.Instance.CurrentAnchor != null) // Dragging new cable
{
_currentCable = Instantiate(GameManager.Instance.CablePrefab, GameManager.Instance.CablesGroup, true);
_currentCable.StartAnchor = GameManager.Instance.CurrentAnchor;
_currentCable.FallbackEndPos = MousePos;
}
else if (GameManager.Instance.CurrentGate != null) // Dragging new gate
{
DragGate(GameManager.Instance.CurrentGate, false);
}
}
private void UpdateDrop()
{
if (_currentCable != null) // Dropping cable
{
if (GameManager.Instance.CurrentAnchor == null || _currentCable.StartAnchor.IsInput == GameManager.Instance.CurrentAnchor.IsInput)
{
Destroy(_currentCable.gameObject);
}
else
{
_currentCable.EndAnchor = GameManager.Instance.CurrentAnchor;
}
_currentCable = null;
}
else if (_currentGate != null) // Dropping gate
{
if (DeleteOnRelease)
{
Destroy(_currentGate.gameObject);
}
else
{
foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
{
renderer.sortingLayerName = "default";
}
_currentGate.transform.position = _currentGate.transform.position.Round();
var currentBox = _currentGate.Box;
if (FindObjectsOfType<Gate>()
.Where(g => !g.Equals(_currentGate))
.Select(g => g.Box)
.Any(b => currentBox.IsTouching(b)))
{
// Collision with another gate
if (_currentGateInitialPos == null)
{
Destroy(_currentGate.gameObject);
}
else
{
_currentGate.transform.position = _currentGateInitialPos.Value; // Reset pos
}
}
}
_currentGate = null;
DeleteOnRelease = false;
}
}
private void UpdateDrop()
{
if (_currentCable != null) // Dropping cable
{
if (GameManager.Instance.CurrentAnchor == null || _currentCable.StartAnchor.IsInput == GameManager.Instance.CurrentAnchor.IsInput)
{
Destroy(_currentCable.gameObject);
}
else
{
_currentCable.EndAnchor = GameManager.Instance.CurrentAnchor;
}
_currentCable = null;
}
else if (_currentGate != null) // Dropping gate
{
if (DeleteOnRelease)
{
Destroy(_currentGate.gameObject);
}
else
{
foreach (var renderer in _currentGate.GetComponentsInChildren<SpriteRenderer>())
{
renderer.sortingLayerName = "default";
}
_currentGate.transform.position = _currentGate.transform.position.Round();
var currentBox = _currentGate.Box;
if (FindObjectsOfType<Gate>()
.Where(g => !g.Equals(_currentGate))
.Select(g => g.Box)
.Any(b => currentBox.IsTouching(b)))
{
// Collision with another gate
if (_currentGateInitialPos == null)
{
Destroy(_currentGate.gameObject);
}
else
{
_currentGate.transform.position = _currentGateInitialPos.Value; // Reset pos
}
}
}
_currentGate = null;
DeleteOnRelease = false;
}
}
#endregion
}
#endregion
}
}
+18 -18
View File
@@ -6,20 +6,20 @@ using UnityEngine.EventSystems;
namespace UntitledLogicGame.UI
{
public class UIDelete : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public class UIDelete : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
#region Unity Properties
public SVGImage closedImage;
public SVGImage openImage;
public SVGImage openImage;
#endregion
#endregion
#region Public Properties
#region Public Properties
#endregion
#endregion
#region Private Properties
#region Private Properties
private SVGImage Image
{
@@ -31,23 +31,23 @@ namespace UntitledLogicGame.UI
}
}
private SVGImage _image;
private SVGImage _image;
#endregion
#endregion
#region Unity Methods
#region Unity Methods
public void OnPointerEnter(PointerEventData eventData)
{
public void OnPointerEnter(PointerEventData eventData)
{
Image.sprite = openImage.sprite;
PointerManager.Instance.DeleteOnRelease = true;
}
PointerManager.Instance.DeleteOnRelease = true;
}
public void OnPointerExit(PointerEventData eventData)
{
public void OnPointerExit(PointerEventData eventData)
{
Image.sprite = closedImage.sprite;
PointerManager.Instance.DeleteOnRelease = false;
}
PointerManager.Instance.DeleteOnRelease = false;
}
private void OnEnable()
{
+8 -8
View File
@@ -34,18 +34,18 @@ namespace UntitledLogicGame.UI
#region Private Properties
#endregion
#endregion
#region Unity Methods
#region Unity Methods
#endregion
#endregion
#region Public Methods
#region Public Methods
#endregion
#endregion
#region Private Methods
#region Private Methods
#endregion
}
#endregion
}
}
+32 -32
View File
@@ -7,16 +7,16 @@ using UntitledLogicGame.Workspace.Gates;
namespace UntitledLogicGame.UI
{
public class UIManager : MonoBehaviour
{
#region Unity Properties
public class UIManager : MonoBehaviour
{
#region Unity Properties
[Header("Components")]
public GameObject GateBar;
public GameObject MovingBar;
[Header("Components")]
public GameObject GateBar;
public GameObject MovingBar;
[Header("Prefabs")]
public UIGate UIGatePrefab;
[Header("Prefabs")]
public UIGate UIGatePrefab;
public UIFolder UIFolderPrefab;
#endregion
@@ -33,11 +33,11 @@ namespace UntitledLogicGame.UI
}
}
#endregion
#endregion
#region Private Properties
#region Private Properties
private bool _lastMouseInteracting;
private bool _lastMouseInteracting;
private GateCategory _gateBarState;
private Dictionary<GateCategory, GameObject> _gateBarSateList;
@@ -46,35 +46,35 @@ namespace UntitledLogicGame.UI
#region Unity Methods
private IEnumerator Start()
{
yield return new WaitUntil(() => GameManager.Instance != null);
{
yield return new WaitUntil(() => GameManager.Instance != null);
CreateGateBar();
UpdateUI();
}
private void FixedUpdate()
{
UpdateUI();
private void FixedUpdate()
{
UpdateUI();
}
#endregion
#endregion
#region Public Methods
#region Public Methods
#endregion
#endregion
#region Private Methods
#region Private Methods
private void UpdateUI()
{
if (PointerManager.Instance.Interacting != _lastMouseInteracting)
{
//TODO animate go down
GateBar.SetActive(!PointerManager.Instance.Interacting);
MovingBar.SetActive(PointerManager.Instance.MovingObject);
_lastMouseInteracting = PointerManager.Instance.Interacting;
}
}
private void UpdateUI()
{
if (PointerManager.Instance.Interacting != _lastMouseInteracting)
{
//TODO animate go down
GateBar.SetActive(!PointerManager.Instance.Interacting);
MovingBar.SetActive(PointerManager.Instance.MovingObject);
_lastMouseInteracting = PointerManager.Instance.Interacting;
}
}
private void CreateGateBar()
{
@@ -144,6 +144,6 @@ namespace UntitledLogicGame.UI
_gateBarSateList[category].SetActive(category == GateBarState);
}
#endregion
}
#endregion
}
}
+1 -1
View File
@@ -8,7 +8,7 @@ using UnityEngine.EventSystems;
namespace UntitledLogicGame.UI
{
public class UIToolbarButton : MonoBehaviour, IPointerDownHandler
public class UIToolbarButton : MonoBehaviour, IPointerDownHandler
{
#region Unity Properties
+40 -40
View File
@@ -6,57 +6,57 @@ using Random = UnityEngine.Random;
namespace UntitledLogicGame
{
public static class Utils
{
#region String Utils
public static class Utils
{
#region String Utils
public static string RandomString(int length)
{
const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
return new string(Enumerable.Repeat(chars, length)
.Select(s => s[Random.Range(0, s.Length)]).ToArray());
}
public static string RandomString(int length)
{
const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
return new string(Enumerable.Repeat(chars, length)
.Select(s => s[Random.Range(0, s.Length)]).ToArray());
}
#endregion
#endregion
#region Bool Utils
#region Bool Utils
public static bool[][] AllBoolArrayValues(int length)
{
public static bool[][] AllBoolArrayValues(int length)
{
if (length == 0)
return new bool[0][];
var count = (int)Math.Pow(2, length);
return new ArrayList[count].Select((v, i) => i.ToBoolArray(length)).ToArray();
}
var count = (int)Math.Pow(2, length);
return new ArrayList[count].Select((v, i) => i.ToBoolArray(length)).ToArray();
}
#endregion
#endregion
#region Unity Utils
#region Unity Utils
public static void RandomName(string prefix, GameObject obj)
{
obj.name = $"{prefix}_{RandomString(5)}";
}
public static void RandomName(string prefix, GameObject obj)
{
obj.name = $"{prefix}_{RandomString(5)}";
}
#endregion
}
#endregion
}
public static class Extensions
{
public static bool[] ToBoolArray(this int value, int length)
{
var str = Convert.ToString(value, 2).PadLeft(length, '0');
return str.Select((x) => x == '1').ToArray();
}
public static class Extensions
{
public static bool[] ToBoolArray(this int value, int length)
{
var str = Convert.ToString(value, 2).PadLeft(length, '0');
return str.Select((x) => x == '1').ToArray();
}
public static int ToInt(this bool[] array)
{
return array.Select((v, i) => (v ? 1 : 0) << (array.Length - i - 1)).Sum();
}
public static int ToInt(this bool[] array)
{
return array.Select((v, i) => (v ? 1 : 0) << (array.Length - i - 1)).Sum();
}
public static Vector3 Round(this Vector3 v)
{
return new Vector3(Mathf.Round(v.x), Mathf.Round(v.y), Mathf.Round(v.z));
}
}
public static Vector3 Round(this Vector3 v)
{
return new Vector3(Mathf.Round(v.x), Mathf.Round(v.y), Mathf.Round(v.z));
}
}
}
+91 -91
View File
@@ -5,116 +5,116 @@ using UnityEngine;
namespace UntitledLogicGame.Workspace
{
public class Anchor : MonoBehaviour
{
#region Unity Properties
public class Anchor : MonoBehaviour
{
#region Unity Properties
public string Name;
public bool IsInput;
public float ScaleIncrease;
public Vector2 Orientation;
public string Name;
public bool IsInput;
public float ScaleIncrease;
public Vector2 Orientation;
#endregion
#endregion
#region Public Properties
#region Public Properties
public List<Cable> Cables { get; set; }
public Gate Gate { get; set; }
public bool Activated
{
get
{
if (IsInput)
return Cables.Count > 0 && Cables.First().Activated;
else
return _activated;
}
set
{
if (!IsInput)
_activated = value;
}
}
public bool Hovering { get; internal set; }
public List<Cable> Cables { get; set; }
public Gate Gate { get; set; }
public bool Activated
{
get
{
if (IsInput)
return Cables.Count > 0 && Cables.First().Activated;
else
return _activated;
}
set
{
if (!IsInput)
_activated = value;
}
}
public bool Hovering { get; internal set; }
#endregion
#endregion
#region Private Properties
#region Private Properties
private Vector3 _scale;
private SpriteRenderer _sprite;
private bool _activated;
private bool? _lastActivated;
private Vector3 _scale;
private SpriteRenderer _sprite;
private bool _activated;
private bool? _lastActivated;
#endregion
#endregion
#region Unity Methods
#region Unity Methods
// Start is called before the first frame update
private void Start()
{
Gate = GetComponentInParent<Gate>();
Utils.RandomName($"{Gate.GateType}_{Name}", gameObject);
_scale = transform.localScale;
_sprite = GetComponent<SpriteRenderer>();
Cables = new List<Cable>();
Orientation = Orientation.normalized;
}
// Start is called before the first frame update
private void Start()
{
Gate = GetComponentInParent<Gate>();
Utils.RandomName($"{Gate.GateType}_{Name}", gameObject);
_scale = transform.localScale;
_sprite = GetComponent<SpriteRenderer>();
Cables = new List<Cable>();
Orientation = Orientation.normalized;
}
// Update is called once per frame
private void Update()
{
UpdateState();
}
// Update is called once per frame
private void Update()
{
UpdateState();
}
private void OnMouseEnter()
{
transform.localScale = _scale * ScaleIncrease;
GameManager.Instance.CurrentAnchor = this;
Hovering = true;
}
private void OnMouseEnter()
{
transform.localScale = _scale * ScaleIncrease;
GameManager.Instance.CurrentAnchor = this;
Hovering = true;
}
private void OnMouseExit()
{
transform.localScale = _scale;
if (Equals(GameManager.Instance.CurrentAnchor))
GameManager.Instance.CurrentAnchor = null;
Hovering = false;
}
private void OnMouseExit()
{
transform.localScale = _scale;
if (Equals(GameManager.Instance.CurrentAnchor))
GameManager.Instance.CurrentAnchor = null;
Hovering = false;
}
private void OnDestroy()
{
foreach(var cable in Cables)
{
Destroy(cable.gameObject);
}
}
private void OnDestroy()
{
foreach(var cable in Cables)
{
Destroy(cable.gameObject);
}
}
#endregion
#endregion
#region Public Methods
#region Public Methods
public bool HasInputAnchor(Anchor target)
{
if (IsInput)
return Cables.Any(c => c.HasInputAnchor(target));
else
return Gate.HasInputAnchor(target);
}
public bool HasInputAnchor(Anchor target)
{
if (IsInput)
return Cables.Any(c => c.HasInputAnchor(target));
else
return Gate.HasInputAnchor(target);
}
#endregion
#endregion
#region Private Methods
#region Private Methods
private void UpdateState()
{
if (_lastActivated == null || _lastActivated != Activated)
{
_sprite.color = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
_lastActivated = Activated;
}
}
private void UpdateState()
{
if (_lastActivated == null || _lastActivated != Activated)
{
_sprite.color = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
_lastActivated = Activated;
}
}
#endregion
}
#endregion
}
}
+153 -153
View File
@@ -5,183 +5,183 @@ using UnityEngine;
namespace UntitledLogicGame.Workspace
{
public class Cable : MonoBehaviour
{
#region Unity Properties
public class Cable : MonoBehaviour
{
#region Unity Properties
#endregion
#endregion
#region Public Properties
#region Public Properties
public Anchor StartAnchor
{
get => _startAnchor;
set
{
_startAnchor = value;
if (value.IsInput)
{
if (value.Cables.Count > 0)
Destroy(value.Cables.First().gameObject);
}
}
}
public Anchor EndAnchor
{
get => _endAnchor;
set
{
if (!value.IsInput)
{
_endAnchor = StartAnchor;
StartAnchor = value;
}
else
{
_endAnchor = value;
}
public Anchor StartAnchor
{
get => _startAnchor;
set
{
_startAnchor = value;
if (value.IsInput)
{
if (value.Cables.Count > 0)
Destroy(value.Cables.First().gameObject);
}
}
}
public Anchor EndAnchor
{
get => _endAnchor;
set
{
if (!value.IsInput)
{
_endAnchor = StartAnchor;
StartAnchor = value;
}
else
{
_endAnchor = value;
}
if (StartAnchor.HasInputAnchor(EndAnchor))
{
// Loop detected
Destroy(gameObject);
}
else
{
StartAnchor.Cables.Add(this);
if (EndAnchor.Cables.Count > 0)
Destroy(EndAnchor.Cables.First().gameObject);
EndAnchor.Cables = new List<Cable> { this };
}
}
}
public bool Activated => StartAnchor != null && !StartAnchor.IsInput && StartAnchor.Activated;
public Vector3 FallbackEndPos { get; set; }
if (StartAnchor.HasInputAnchor(EndAnchor))
{
// Loop detected
Destroy(gameObject);
}
else
{
StartAnchor.Cables.Add(this);
if (EndAnchor.Cables.Count > 0)
Destroy(EndAnchor.Cables.First().gameObject);
EndAnchor.Cables = new List<Cable> { this };
}
}
}
public bool Activated => StartAnchor != null && !StartAnchor.IsInput && StartAnchor.Activated;
public Vector3 FallbackEndPos { get; set; }
#endregion
#endregion
#region Private Properties
#region Private Properties
private Vector3 _lastStartPos;
private Vector3 _lastEndPos;
private Anchor _startAnchor;
private Anchor _endAnchor;
private LineRenderer _line;
private bool? _lastActivated;
private Vector3 _lastStartPos;
private Vector3 _lastEndPos;
private Anchor _startAnchor;
private Anchor _endAnchor;
private LineRenderer _line;
private bool? _lastActivated;
#endregion
#endregion
#region Unity Methods
#region Unity Methods
// Start is called before the first frame update
private void Start()
{
_line = GetComponent<LineRenderer>();
Utils.RandomName("Cable", gameObject);
// Start is called before the first frame update
private void Start()
{
_line = GetComponent<LineRenderer>();
Utils.RandomName("Cable", gameObject);
}
}
// Update is called once per frame
private void Update()
{
UpdateColor();
UpdateLine();
}
// Update is called once per frame
private void Update()
{
UpdateColor();
UpdateLine();
}
private void OnDestroy()
{
if(StartAnchor != null)
StartAnchor.Cables.Remove(this);
if (EndAnchor != null)
EndAnchor.Cables.Remove(this);
}
private void OnDestroy()
{
if(StartAnchor != null)
StartAnchor.Cables.Remove(this);
if (EndAnchor != null)
EndAnchor.Cables.Remove(this);
}
#endregion
#endregion
#region Public Methods
#region Public Methods
public bool HasInputAnchor(Anchor target)
{
return StartAnchor.HasInputAnchor(target);
}
public bool HasInputAnchor(Anchor target)
{
return StartAnchor.HasInputAnchor(target);
}
#endregion
#endregion
#region Private Methods
#region Private Methods
private void UpdateColor()
{
if (_lastActivated == null || _lastActivated != Activated)
{
_line.startColor = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
_line.endColor = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
_lastActivated = Activated;
}
}
private void UpdateColor()
{
if (_lastActivated == null || _lastActivated != Activated)
{
_line.startColor = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
_line.endColor = Activated ? GameManager.Instance.ActivatedColor : GameManager.Instance.DeadColor;
_lastActivated = Activated;
}
}
private void UpdateLine()
{
if (StartAnchor != null)
{
var startPos = StartAnchor.transform.position;
var endPos = EndAnchor == null ? FallbackEndPos : EndAnchor.transform.position;
private void UpdateLine()
{
if (StartAnchor != null)
{
var startPos = StartAnchor.transform.position;
var endPos = EndAnchor == null ? FallbackEndPos : EndAnchor.transform.position;
if (startPos != _lastStartPos || endPos != _lastEndPos)
{
if (EndAnchor == null)
{
_line.positionCount = 2;
_line.SetPosition(0, startPos);
_line.SetPosition(1, endPos);
}
else
{
var startOr = StartAnchor.Orientation;
var endOr = StartAnchor.Orientation;
if (startPos != _lastStartPos || endPos != _lastEndPos)
{
if (EndAnchor == null)
{
_line.positionCount = 2;
_line.SetPosition(0, startPos);
_line.SetPosition(1, endPos);
}
else
{
var startOr = StartAnchor.Orientation;
var endOr = StartAnchor.Orientation;
_line.positionCount = 4;
_line.SetPosition(0, startPos);
_line.positionCount = 4;
_line.SetPosition(0, startPos);
if (Mathf.Abs(startOr.x) > 0)
{
if (Mathf.Abs(endOr.x) > 0)
{
var middle = (startPos.x + endPos.x) / 2;
_line.SetPosition(1, new Vector3(middle, startPos.y, startPos.z));
_line.SetPosition(2, new Vector3(middle, endPos.y, startPos.z));
}
else
{
_line.SetPosition(1, new Vector3(startPos.x, endPos.y, startPos.z));
_line.SetPosition(2, new Vector3(startPos.x, endPos.y, startPos.z));
}
}
else
{
if (Mathf.Abs(endOr.x) > 0)
{
var middle = (startPos.y + endPos.y) / 2;
_line.SetPosition(1, new Vector3(startPos.x, middle, startPos.z));
_line.SetPosition(2, new Vector3(endPos.x, middle, startPos.z));
}
else
{
_line.SetPosition(1, new Vector3(endPos.x, startPos.y, startPos.z));
_line.SetPosition(2, new Vector3(endPos.x, startPos.y, startPos.z));
}
}
if (Mathf.Abs(startOr.x) > 0)
{
if (Mathf.Abs(endOr.x) > 0)
{
var middle = (startPos.x + endPos.x) / 2;
_line.SetPosition(1, new Vector3(middle, startPos.y, startPos.z));
_line.SetPosition(2, new Vector3(middle, endPos.y, startPos.z));
}
else
{
_line.SetPosition(1, new Vector3(startPos.x, endPos.y, startPos.z));
_line.SetPosition(2, new Vector3(startPos.x, endPos.y, startPos.z));
}
}
else
{
if (Mathf.Abs(endOr.x) > 0)
{
var middle = (startPos.y + endPos.y) / 2;
_line.SetPosition(1, new Vector3(startPos.x, middle, startPos.z));
_line.SetPosition(2, new Vector3(endPos.x, middle, startPos.z));
}
else
{
_line.SetPosition(1, new Vector3(endPos.x, startPos.y, startPos.z));
_line.SetPosition(2, new Vector3(endPos.x, startPos.y, startPos.z));
}
}
_line.SetPosition(3, endPos);
}
}
}
else
{
_line.positionCount = 0;
}
}
_line.SetPosition(3, endPos);
}
}
}
else
{
_line.positionCount = 0;
}
}
#endregion
#endregion
}
}
}
+83 -83
View File
@@ -6,106 +6,106 @@ using UntitledLogicGame.Workspace.Gates;
namespace UntitledLogicGame.Workspace
{
public class Gate : MonoBehaviour
{
#region Unity Properties
public class Gate : MonoBehaviour
{
#region Unity Properties
public GateType GateType;
public GateType GateType;
#endregion
#endregion
#region Public Properties
#region Public Properties
public IEnumerable<Anchor> Anchors
{
get
{
if(_anchors == null)
_anchors = GetComponentsInChildren<Anchor>().ToList();
return _anchors;
}
}
public IEnumerable<Anchor> InputAnchors => Anchors.Where(a => a.IsInput);
public IEnumerable<Anchor> OutputAnchors => Anchors.Where(a => !a.IsInput);
public BoxCollider2D Box {
get
{
if (_box == null)
_box = GetComponentInChildren<BoxCollider2D>();
return _box;
}
}
public GateSprite Sprite
{
get
{
if(_sprite == null)
_sprite = GetComponentInChildren<GateSprite>();
return _sprite;
}
}
public GateDefinition Definition
{
get
{
if(_definition == null)
_definition = GateDefinition.Get(GateType, this);
return _definition;
}
}
public IEnumerable<Anchor> Anchors
{
get
{
if(_anchors == null)
_anchors = GetComponentsInChildren<Anchor>().ToList();
return _anchors;
}
}
public IEnumerable<Anchor> InputAnchors => Anchors.Where(a => a.IsInput);
public IEnumerable<Anchor> OutputAnchors => Anchors.Where(a => !a.IsInput);
public BoxCollider2D Box {
get
{
if (_box == null)
_box = GetComponentInChildren<BoxCollider2D>();
return _box;
}
}
public GateSprite Sprite
{
get
{
if(_sprite == null)
_sprite = GetComponentInChildren<GateSprite>();
return _sprite;
}
}
public GateDefinition Definition
{
get
{
if(_definition == null)
_definition = GateDefinition.Get(GateType, this);
return _definition;
}
}
#endregion
#endregion
#region Private Properties
#region Private Properties
private IEnumerable<Anchor> _anchors;
private GateDefinition _definition;
private int _lastState = -1;
private BoxCollider2D _box;
private GateSprite _sprite;
private IEnumerable<Anchor> _anchors;
private GateDefinition _definition;
private int _lastState = -1;
private BoxCollider2D _box;
private GateSprite _sprite;
#endregion
#endregion
#region Unity Methods
#region Unity Methods
private void Start()
{
Utils.RandomName(Definition.Name, gameObject);
}
private void Start()
{
Utils.RandomName(Definition.Name, gameObject);
}
// Update is called once per frame
private void Update()
{
UpdateState();
}
// Update is called once per frame
private void Update()
{
UpdateState();
}
#endregion
#endregion
#region Public Methods
#region Public Methods
public bool HasInputAnchor(Anchor target)
{
return !Definition.HasState && (
InputAnchors.Contains(target) ||
InputAnchors.Any(a => a.HasInputAnchor(target))
);
}
public bool HasInputAnchor(Anchor target)
{
return !Definition.HasState && (
InputAnchors.Contains(target) ||
InputAnchors.Any(a => a.HasInputAnchor(target))
);
}
#endregion
#endregion
#region Private Methods
#region Private Methods
private void UpdateState()
{
var state = Definition.GetState(this).ToInt();
if (state != _lastState)
{
Definition.Compute(this);
_lastState = state;
}
}
private void UpdateState()
{
var state = Definition.GetState(this).ToInt();
if (state != _lastState)
{
Definition.Compute(this);
_lastState = state;
}
}
#endregion
#endregion
}
}
}
+32 -32
View File
@@ -6,53 +6,53 @@ using UntitledLogicGame.Workspace.Gates;
namespace UntitledLogicGame.Workspace
{
public class GateSprite : MonoBehaviour
{
#region Unity Properties
public class GateSprite : MonoBehaviour
{
#region Unity Properties
#endregion
#endregion
#region Public Properties
#region Public Properties
public bool Hovering { get; internal set; }
public bool Hovering { get; internal set; }
#endregion
#endregion
#region Private Properties
#region Private Properties
private Gate _gate;
private Gate _gate;
#endregion
#endregion
#region Unity Methods
#region Unity Methods
private void Start()
{
_gate = GetComponentInParent<Gate>();
}
private void Start()
{
_gate = GetComponentInParent<Gate>();
}
private void OnMouseEnter()
{
GameManager.Instance.CurrentGate = _gate;
Hovering = true;
}
private void OnMouseEnter()
{
GameManager.Instance.CurrentGate = _gate;
Hovering = true;
}
private void OnMouseExit()
{
if (_gate.Equals(GameManager.Instance.CurrentGate))
GameManager.Instance.CurrentGate = null;
Hovering = false;
}
private void OnMouseExit()
{
if (_gate.Equals(GameManager.Instance.CurrentGate))
GameManager.Instance.CurrentGate = null;
Hovering = false;
}
#endregion
#endregion
#region Public Methods
#region Public Methods
#endregion
#endregion
#region Private Methods
#region Private Methods
#endregion
#endregion
}
}
}
+24 -24
View File
@@ -1,35 +1,35 @@
namespace UntitledLogicGame.Workspace.Gates
{
public enum GateType
{
// 000 - Technical
None = 000,
// 100 - I/O
IN = 100,
OUT = 110,
// 200 - Basic
BUF = 200,
AND = 210,
OR = 220,
XOR = 230,
public enum GateType
{
// 000 - Technical
None = 000,
// 100 - I/O
IN = 100,
OUT = 110,
// 200 - Basic
BUF = 200,
AND = 210,
OR = 220,
XOR = 230,
NOT = 240,
NAND = 250,
NOR = 260,
XNOR = 270,
// 300 - Latches
SRLatch = 300,
JKLatch = 310,
DLatch = 320,
// 500 - Flip-Flops
SRFlipFlop = 400,
JKFlipFlop = 410,
DFlipFlop = 420,
TFlipFlop = 430,
// 500 - Arithmetic
HalfAdd = 500,
FullAdd = 510,
HalfSub = 520,
FullSub = 530,
JKLatch = 310,
DLatch = 320,
// 500 - Flip-Flops
SRFlipFlop = 400,
JKFlipFlop = 410,
DFlipFlop = 420,
TFlipFlop = 430,
// 500 - Arithmetic
HalfAdd = 500,
FullAdd = 510,
HalfSub = 520,
FullSub = 530,
// 600 - Data
Mux = 610,
Demux = 620,
+57 -57
View File
@@ -3,77 +3,77 @@ using System.Linq;
namespace UntitledLogicGame.Workspace.Gates
{
public class InputState : State
{
public InputState(IEnumerable<bool> args) : base(args) { }
public class InputState : State
{
public InputState(IEnumerable<bool> args) : base(args) { }
public InputState(params bool[] args) : base(args) { }
public InputState(params bool[] args) : base(args) { }
public InputState(int len) : base(len) { }
}
public InputState(int len) : base(len) { }
}
public class OutputState : State
{
public OutputState(IEnumerable<bool> args) : base(args) { }
{
public OutputState(IEnumerable<bool> args) : base(args) { }
public OutputState(params bool[] args) : base(args) { }
public OutputState(params bool[] args) : base(args) { }
public OutputState(int len) : base(len) { }
}
public OutputState(int len) : base(len) { }
}
public abstract class State
{
internal int Length => values.Length;
{
internal int Length => values.Length;
internal bool[] values;
internal bool[] values;
public State(IEnumerable<bool> args)
{
values = args.ToArray();
}
public State(IEnumerable<bool> args)
{
values = args.ToArray();
}
public State(params bool[] args)
{
values = args;
}
public State(params bool[] args)
{
values = args;
}
public State(int len)
{
values = new bool[len];
}
public State(int len)
{
values = new bool[len];
}
public bool this[int index]
{
get
{
if (index < 0 || index >= values.Length)
return false;
return values[index];
}
set
{
if (index >= 0 && index < values.Length)
values[index] = value;
}
}
public bool this[int index]
{
get
{
if (index < 0 || index >= values.Length)
return false;
return values[index];
}
set
{
if (index >= 0 && index < values.Length)
values[index] = value;
}
}
public override bool Equals(object obj)
{
return obj is State state && Enumerable.SequenceEqual(values, state.values);
}
public override bool Equals(object obj)
{
return obj is State state && Enumerable.SequenceEqual(values, state.values);
}
public override int GetHashCode()
{
//https://stackoverflow.com/questions/6832139/gethashcode-from-booleans-only
int hash = 17;
for (int index = 0; index < values.Length; index++)
hash = hash * 23 + values[index].GetHashCode();
return hash;
}
public override int GetHashCode()
{
//https://stackoverflow.com/questions/6832139/gethashcode-from-booleans-only
int hash = 17;
for (int index = 0; index < values.Length; index++)
hash = hash * 23 + values[index].GetHashCode();
return hash;
}
public override string ToString()
{
return string.Join(",", values);
}
}
public override string ToString()
{
return string.Join(",", values);
}
}
}
+41 -41
View File
@@ -5,62 +5,62 @@ using UnityEngine;
namespace UntitledLogicGame.Workspace
{
public class InputGate : Gate
{
#region Unity Properties
public class InputGate : Gate
{
#region Unity Properties
#endregion
#endregion
#region Public Properties
#region Public Properties
public bool State { get; set; }
public bool State { get; set; }
#endregion
#endregion
#region Private Properties
#region Private Properties
private Anchor OutputAnchor {
get
{
if (_outputAnchor == null)
_outputAnchor = Anchors.First(g => g.Name == "Q");
return _outputAnchor;
}
}
private Anchor _outputAnchor;
private Anchor OutputAnchor {
get
{
if (_outputAnchor == null)
_outputAnchor = Anchors.First(g => g.Name == "Q");
return _outputAnchor;
}
}
private Anchor _outputAnchor;
#endregion
#endregion
#region Unity Methods
#region Unity Methods
private void Start()
{
Utils.RandomName("Input", gameObject);
}
private void Start()
{
Utils.RandomName("Input", gameObject);
}
private void Update()
{
UpdateState();
}
private void Update()
{
UpdateState();
}
#endregion
#endregion
#region Public Methods
#region Public Methods
#endregion
#endregion
#region Private Methods
#region Private Methods
private void UpdateState()
{
if ((Sprite.Hovering || OutputAnchor.Hovering) && PointerManager.Instance.DoubleClick())
{
State = !State;
OutputAnchor.Activated = State;
}
}
private void UpdateState()
{
if ((Sprite.Hovering || OutputAnchor.Hovering) && PointerManager.Instance.DoubleClick())
{
State = !State;
OutputAnchor.Activated = State;
}
}
#endregion
}
#endregion
}
}
+34 -34
View File
@@ -5,53 +5,53 @@ using UnityEngine;
namespace UntitledLogicGame.Workspace
{
public class OutputGate : Gate
{
#region Unity Properties
public class OutputGate : Gate
{
#region Unity Properties
#endregion
#endregion
#region Public Properties
#region Public Properties
public bool State {
get
{
return InputAnchor.Activated;
}
}
public bool State {
get
{
return InputAnchor.Activated;
}
}
#endregion
#endregion
#region Private Properties
#region Private Properties
private Anchor InputAnchor {
get
{
if (_inputAnchor == null)
_inputAnchor = Anchors.First(g => g.Name == "A");
return _inputAnchor;
}
}
private Anchor _inputAnchor;
private Anchor InputAnchor {
get
{
if (_inputAnchor == null)
_inputAnchor = Anchors.First(g => g.Name == "A");
return _inputAnchor;
}
}
private Anchor _inputAnchor;
#endregion
#endregion
#region Unity Methods
#region Unity Methods
private void Start()
{
Utils.RandomName("Output", gameObject);
}
private void Start()
{
Utils.RandomName("Output", gameObject);
}
#endregion
#endregion
#region Public Methods
#region Public Methods
#endregion
#endregion
#region Private Methods
#region Private Methods
#endregion
}
#endregion
}
}
@@ -87,7 +87,7 @@ Properties {
SubShader {
Tags
{
{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Transparent"
+237 -237
View File
@@ -1,308 +1,308 @@
Shader "TextMeshPro/Distance Field SSD" {
Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_Bevel ("Bevel", Range(0,1)) = 0.5
_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
_Ambient ("Ambient", Range(1,0)) = 0.5
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_BumpMap ("Normal map", 2D) = "bump" {}
_BumpOutline ("Bump Outline", Range(0,1)) = 0
_BumpFace ("Bump Face", Range(0,1)) = 0
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
_GlowPower ("Falloff", Range(1, 0)) = 0.75
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = 0.5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5.0
_ScaleX ("Scale X", float) = 1.0
_ScaleY ("Scale Y", float) = 1.0
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull[_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest[unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Cull[_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest[unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ BEVEL_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ GLOW_ON
#pragma shader_feature __ FORCE_LINEAR
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ BEVEL_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma shader_feature __ GLOW_ON
#pragma shader_feature __ FORCE_LINEAR
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 color : COLOR;
float2 atlas : TEXCOORD0;
float weight : TEXCOORD1;
float2 mask : TEXCOORD2; // Position in object space(xy)
float3 viewDir : TEXCOORD3;
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 color : COLOR;
float2 atlas : TEXCOORD0;
float weight : TEXCOORD1;
float2 mask : TEXCOORD2; // Position in object space(xy)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
#if (UNDERLAY_ON || UNDERLAY_INNER)
float2 texcoord2 : TEXCOORD4;
float4 underlayColor : COLOR1;
#endif
float4 textures : TEXCOORD5;
};
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
// Used by Unity internally to handle Texture Tiling and Offset.
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
float4 SRGBToLinear(float4 rgba) {
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
float4 SRGBToLinear(float4 rgba) {
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
pixel_t VertShader(vertex_t input)
{
pixel_t output;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input,output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float4 vPosition = UnityObjectToClipPos(vert);
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 bOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
// Support for texture tiling and offset
float2 textureUV = UnpackUV(input.texcoord1.x);
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
output.position = vPosition;
output.color = color;
output.atlas = input.texcoord0;
output.weight = weight;
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = input.texcoord0 + bOffset;
output.underlayColor = underlayColor;
#endif
output.textures = float4(faceUV, outlineUV);
output.position = vPosition;
output.color = color;
output.atlas = input.texcoord0;
output.weight = weight;
output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw);
output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord2 = input.texcoord0 + bOffset;
output.underlayColor = underlayColor;
#endif
output.textures = float4(faceUV, outlineUV);
return output;
}
return output;
}
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a;
float c = tex2D(_MainTex, input.atlas).a;
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
float weight = input.weight;
float bias = (.5 - weight) + (.5 / scale);
float sd = (bias - c) * scale;
float weight = input.weight;
float bias = (.5 - weight) + (.5 / scale);
float sd = (bias - c) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
float outline = (_OutlineWidth * _ScaleRatioA) * scale;
float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
half4 faceColor = _FaceColor;
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
#if BEVEL_ON
float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
n = normalize(n - bump);
float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
n = normalize(n - bump);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
float3 col = GetSpecular(n, light);
faceColor.rgb += col * faceColor.a;
faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z);
float3 col = GetSpecular(n, light);
faceColor.rgb += col * faceColor.a;
faceColor.rgb *= 1 - (dot(n, light) * _Diffuse);
faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z);
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#endif
#if (UNDERLAY_ON || UNDERLAY_INNER)
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
#endif
#if (UNDERLAY_ON || UNDERLAY_INNER)
float bScale = scale;
bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale);
float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
#endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_ON
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale;
faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
faceColor.rgb += glowColor.rgb * glowColor.a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}
return faceColor * input.color.a;
}
ENDCG
}
ENDCG
}
}
Fallback "TextMeshPro/Mobile/Distance Field"
@@ -233,7 +233,7 @@ SubShader {
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
@@ -55,7 +55,7 @@ Properties {
SubShader {
Tags
{
{
"Queue"="Overlay"
"IgnoreProjector"="True"
"RenderType"="Transparent"
@@ -226,7 +226,7 @@ SubShader {
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
@@ -54,7 +54,7 @@ Properties {
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
@@ -6,7 +6,7 @@
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
@@ -74,7 +74,7 @@ SubShader {
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
@@ -24,11 +24,11 @@ Properties {
_BumpOutline ("Bump Outline", Range(0,1)) = 0.5
_BumpFace ("Bump Face", Range(0,1)) = 0.5
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
_FaceShininess ("Face Shininess", Range(0,1)) = 0
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
@@ -89,7 +89,7 @@ SubShader {
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
+1 -1
View File
@@ -305,7 +305,7 @@ SubShader {
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
return faceColor * input.color.a;
}
ENDCG
@@ -59,16 +59,16 @@ Shader "TextMeshPro/Sprite"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
+2 -2
View File
@@ -30,7 +30,7 @@ float3 GetSurfaceNormal(float4 h, float bias)
float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
// Track outline
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h+.5);
@@ -49,7 +49,7 @@ float3 GetSurfaceNormal(float4 h, float bias)
float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
{
// Read "height field"
float4 h = {tex2D(_MainTex, uv - delta.xz).a,
float4 h = {tex2D(_MainTex, uv - delta.xz).a,
tex2D(_MainTex, uv + delta.xz).a,
tex2D(_MainTex, uv - delta.zy).a,
tex2D(_MainTex, uv + delta.zy).a};
+112 -112
View File
@@ -1,157 +1,157 @@
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 position : POSITION;
float3 normal : NORMAL;
float4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // weight, scaleRatio
float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3;
float4 underlayColor : COLOR2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 position : SV_POSITION;
float4 faceColor : COLOR;
float4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0;
float4 param : TEXCOORD1; // weight, scaleRatio
float2 mask : TEXCOORD2;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD3;
float4 underlayColor : COLOR2;
#endif
};
float4 SRGBToLinear(float4 rgba) {
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a);
}
pixel_t VertShader(vertex_t input)
{
pixel_t output;
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vert = input.position;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float4 vPosition = UnityObjectToClipPos(vert);
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
float4 color = input.color;
#if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA)
color = SRGBToLinear(input.color);
#endif
float opacity = color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
float opacity = color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
float4 faceColor = float4(color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
float4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
float4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
output.position = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
output.position = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy);
output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0);
float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT
mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
#endif
output.mask = mask;
float2 mask = float2(0, 0);
#if UNITY_UI_CLIP_RECT
mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw;
#endif
output.mask = mask;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 underlayColor = _UnderlayColor;
underlayColor.rgb *= underlayColor.a;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
output.underlayColor = underlayColor;
#endif
output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0);
output.underlayColor = underlayColor;
#endif
return output;
return output;
}
float4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_INSTANCE_ID(input);
float d = tex2D(_MainTex, input.texcoord0.xy).a;
float d = tex2D(_MainTex, input.texcoord0.xy).a;
float2 UV = input.texcoord0.xy;
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
float2 UV = input.texcoord0.xy;
float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y;
#if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale;
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
float layerScale = scale;
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
#endif
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5);
#ifdef OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
#endif
#ifdef OUTLINE_ON
float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2)));
faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5));
faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float bias = input.param.x * scale - 0.5;
float sd = saturate(d * scale - bias - input.param.z);
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif
#if UNDERLAY_INNER
float bias = input.param.x * scale - 0.5;
float sd = saturate(d * scale - bias - input.param.z);
d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale;
faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a);
#endif
#ifdef MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
faceColor *= a;
#endif
#ifdef MASKING
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;
a = saturate(t / _MaskEdgeSoftness);
faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a);
faceColor *= a;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
// Alternative implementation to UnityGet2DClipping with support for softness
#if UNITY_UI_CLIP_RECT
float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale));
float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW);
faceColor *= m.x * m.y;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
faceColor *= input.texcoord2.z;
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
faceColor *= input.texcoord2.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor;
return faceColor;
}
@@ -27,7 +27,7 @@ uniform fixed4 _ReflectFaceColor; // RGB intensity
uniform fixed4 _ReflectOutlineColor;
//uniform float _EnvTiltX; // v[-1, 1]
//uniform float _EnvTiltY; // v[-1, 1]
uniform float3 _EnvMatrixRotation;
uniform float3 _EnvMatrixRotation;
uniform float4x4 _EnvMatrix;
uniform fixed4 _SpecularColor; // RGB intensity
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 48757dac925275d4f96aeee179368303
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
View File
+7
View File
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: b1a9b9bb9f39fef44b3e7b76dea70d42
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant: