[Fix] All in one + add dice
This commit is contained in:
@@ -0,0 +1,188 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.Rendering;
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using UnityEngine.UI;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.UIElements.InputSystem;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.UI;
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#endif
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namespace AllIn1SpriteShader
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{
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public class All1ShaderDemoController : MonoBehaviour
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{
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[SerializeField] private DemoCircleExpositor[] expositors = null;
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[SerializeField] private Text expositorsTitle = null, expositorsTitleOutline = null;
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public float expositorDistance;
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private int currExpositor;
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[SerializeField] private GameObject background = null;
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private Material backgroundMat;
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[SerializeField] private float colorLerpSpeed = 0;
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private Color[] targetColors;
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private Color[] currentColors;
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private EventSystem eventSystem;
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// Custom sort axis fields
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private Camera mainCamera;
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private TransparencySortMode originalSortMode;
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private Vector3 originalSortAxis;
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private bool sortingWasModified = false;
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void Start()
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{
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EventSystem eventSystemInScene = GameObject.FindAnyObjectByType<EventSystem>();
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if (eventSystemInScene != null)
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{
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GameObject.Destroy(eventSystemInScene.gameObject);
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}
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GameObject goEventSystem = new GameObject("Event System");
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eventSystem = goEventSystem.AddComponent<EventSystem>();
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#if ENABLE_INPUT_SYSTEM
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goEventSystem.AddComponent<InputSystemUIInputModule>();
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#elif ENABLE_LEGACY_INPUT_MANAGER
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goEventSystem.AddComponent<StandaloneInputModule>();
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#endif
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// Setup custom sort axis
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SetupCustomSortAxis();
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currExpositor = 0;
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SetExpositorText();
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for (int i = 0; i < expositors.Length; i++) expositors[i].transform.position = new Vector3(0, expositorDistance * i, 0);
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backgroundMat = background.GetComponent<Image>().material;
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targetColors = new Color[4];
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targetColors[0] = backgroundMat.GetColor("_GradTopLeftCol");
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targetColors[1] = backgroundMat.GetColor("_GradTopRightCol");
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targetColors[2] = backgroundMat.GetColor("_GradBotLeftCol");
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targetColors[3] = backgroundMat.GetColor("_GradBotRightCol");
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currentColors = targetColors.Clone() as Color[];
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}
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void Update()
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{
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GetInput();
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currentColors[0] = Color.Lerp(currentColors[0], targetColors[(0 + currExpositor) % targetColors.Length], colorLerpSpeed * Time.deltaTime);
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currentColors[1] = Color.Lerp(currentColors[1], targetColors[(1 + currExpositor) % targetColors.Length], colorLerpSpeed * Time.deltaTime);
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currentColors[2] = Color.Lerp(currentColors[2], targetColors[(2 + currExpositor) % targetColors.Length], colorLerpSpeed * Time.deltaTime);
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currentColors[3] = Color.Lerp(currentColors[3], targetColors[(3 + currExpositor) % targetColors.Length], colorLerpSpeed * Time.deltaTime);
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backgroundMat.SetColor("_GradTopLeftCol", currentColors[0]);
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backgroundMat.SetColor("_GradTopRightCol", currentColors[1]);
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backgroundMat.SetColor("_GradBotLeftCol", currentColors[2]);
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backgroundMat.SetColor("_GradBotRightCol", currentColors[3]);
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}
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private void GetInput()
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{
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if (AllIn1InputSystem.GetKeyDown(KeyCode.LeftArrow) || AllIn1InputSystem.GetKeyDown(KeyCode.A))
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{
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expositors[currExpositor].ChangeTarget(-1);
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}
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else if (AllIn1InputSystem.GetKeyDown(KeyCode.RightArrow) || AllIn1InputSystem.GetKeyDown(KeyCode.D))
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{
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expositors[currExpositor].ChangeTarget(1);
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}
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else if (AllIn1InputSystem.GetKeyDown(KeyCode.UpArrow) || AllIn1InputSystem.GetKeyDown(KeyCode.W))
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{
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ChangeExpositor(-1);
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}
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else if (AllIn1InputSystem.GetKeyDown(KeyCode.DownArrow) || AllIn1InputSystem.GetKeyDown(KeyCode.S))
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{
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ChangeExpositor(1);
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}
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}
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private void ChangeExpositor(int offset)
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{
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currExpositor += offset;
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if (currExpositor > expositors.Length - 1) currExpositor = 0;
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else if (currExpositor < 0) currExpositor = expositors.Length - 1;
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SetExpositorText();
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}
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private void SetExpositorText()
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{
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expositorsTitle.text = expositors[currExpositor].name;
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expositorsTitleOutline.text = expositors[currExpositor].name;
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}
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public int GetCurrExpositor() { return currExpositor; }
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private void SetupCustomSortAxis()
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{
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mainCamera = Camera.main;
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if (mainCamera == null)
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{
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Debug.LogWarning("All1ShaderDemoController: Main camera not found. Custom sort axis will not be applied.");
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return;
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}
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// Save original settings
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originalSortMode = mainCamera.transparencySortMode;
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originalSortAxis = mainCamera.transparencySortAxis;
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// Detect render pipeline
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string pipelineType = GetRenderPipelineType();
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try
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{
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// Apply custom sort axis for all pipelines
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// This is a Camera property that works across all render pipelines
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mainCamera.transparencySortMode = TransparencySortMode.CustomAxis;
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mainCamera.transparencySortAxis = new Vector3(0, 0, 1);
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sortingWasModified = true;
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//Debug.Log($"All1ShaderDemoController: Custom sort axis applied successfully ({mainCamera.transparencySortAxis}) for {pipelineType}");
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}
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catch (System.Exception e)
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{
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Debug.LogWarning($"All1ShaderDemoController: Failed to apply custom sort axis for {pipelineType}. Error: {e.Message}");
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sortingWasModified = false;
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}
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}
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private string GetRenderPipelineType()
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{
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RenderPipelineAsset currentRP = UnityEngine.Rendering.GraphicsSettings.currentRenderPipeline;
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if (currentRP == null)
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{
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return "Built-in Render Pipeline";
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}
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string rpTypeName = currentRP.GetType().Name;
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if (rpTypeName.Contains("Universal") || rpTypeName.Contains("URP"))
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{
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return "Universal Render Pipeline (URP)";
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}
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else if (rpTypeName.Contains("HD") || rpTypeName.Contains("HighDefinition"))
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{
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return "High Definition Render Pipeline (HDRP)";
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}
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else
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{
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return $"Custom SRP ({rpTypeName})";
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}
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}
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private void OnDestroy()
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{
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// Restore original camera settings
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if (sortingWasModified && mainCamera != null)
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{
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mainCamera.transparencySortMode = originalSortMode;
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mainCamera.transparencySortAxis = originalSortAxis;
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}
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}
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: b549ed925b49d274c876184f60faabdf
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 156513
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packageName: All In 1 Sprite Shader
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packageVersion: 4.661
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assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/All1ShaderDemoController.cs
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uploadId: 857600
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@@ -0,0 +1,57 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace AllIn1SpriteShader
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{
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public class All1TextureOffsetOverTime : MonoBehaviour
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{
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[SerializeField] private string texturePropertyName = "_MainTex";
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[SerializeField] private Vector2 offsetSpeed = Vector2.zero;
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[SerializeField, Header("If missing will search object Sprite Renderer or UI Image")]
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private Material mat;
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private int textureShaderId;
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private Vector2 currOffset = Vector2.zero;
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private void Start()
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{
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//Get material if missing
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if (mat == null)
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{
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SpriteRenderer sr = GetComponent<SpriteRenderer>();
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if (sr != null) mat = sr.material;
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else
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{
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Image i = GetComponent<Image>();
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if (i != null) mat = i.material;
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}
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}
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//Show error message if material or textureName property error
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//Otherwise cache shader property ID
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if (mat == null) DestroyComponentAndLogError(gameObject.name + " has no valid Material, deleting All1TextureOffsetOverTIme component");
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else
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{
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if (mat.HasProperty(texturePropertyName)) textureShaderId = Shader.PropertyToID(texturePropertyName);
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else DestroyComponentAndLogError(gameObject.name + "'s Material doesn't have a " + texturePropertyName + " property");
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}
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}
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public void Update()
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{
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//Update currOffset and update shader property
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currOffset.x += offsetSpeed.x * Time.deltaTime;
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currOffset.y += offsetSpeed.y * Time.deltaTime;
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mat.SetTextureOffset(textureShaderId, currOffset);
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}
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private void DestroyComponentAndLogError(string logError)
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{
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Debug.LogError(logError);
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Destroy(this);
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}
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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||||
guid: f3804424ee2f162418d9294faf7ba055
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||||
MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
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||||
productId: 156513
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packageName: All In 1 Sprite Shader
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packageVersion: 4.661
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assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/All1TextureOffsetOverTIme.cs
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uploadId: 857600
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@@ -0,0 +1,16 @@
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using UnityEngine;
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namespace AllIn1SpriteShader.Demo.Scripts
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{
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public class AllIn1AutoRotate : MonoBehaviour
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{
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[SerializeField] private float rotationSpeed = 30f;
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[SerializeField] private Vector3 rotationAxis = Vector3.up;
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[SerializeField] private bool useLocalRotation;
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private void Update()
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{
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transform.Rotate(rotationAxis * (rotationSpeed * Time.deltaTime), useLocalRotation ? Space.Self : Space.World);
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}
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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||||
guid: f2560c72fbbcfe44195e240286d1d4e5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
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||||
packageName: All In 1 Sprite Shader
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packageVersion: 4.661
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assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/AllIn1AutoRotate.cs
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uploadId: 857600
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@@ -0,0 +1,80 @@
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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namespace AllIn1SpriteShader
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{
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public static class AllIn1InputSystem
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{
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#if ENABLE_INPUT_SYSTEM
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public static bool GetKeyDown(KeyCode keyCode)
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{
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Key key = InputKeyConverter.GetKeyFromKeycode(keyCode);
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bool res = Keyboard.current[key].wasPressedThisFrame;
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return res;
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}
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public static bool GetKey(KeyCode keyCode)
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{
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Key key = InputKeyConverter.GetKeyFromKeycode(keyCode);
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bool res = Keyboard.current[key].isPressed;
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return res;
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}
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public static float GetMouseXAxis()
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{
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Vector2 delta = Mouse.current.delta.ReadValue();
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float res = delta.x * 0.1f;
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return res;
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}
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public static float GetMouseYAxis()
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{
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Vector2 delta = Mouse.current.delta.ReadValue();
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float res = delta.y * 0.1f;
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return res;
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}
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public static float GetMouseScroll()
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{
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Vector2 scrollValue = Mouse.current.scroll.ReadValue();
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float res = scrollValue.y * 0.1f;
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return res;
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}
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#elif ENABLE_LEGACY_INPUT_MANAGER
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public static bool GetKeyDown(KeyCode keyCode)
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{
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bool res = Input.GetKeyDown(keyCode);
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return res;
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}
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public static bool GetKey(KeyCode keyCode)
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{
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bool res = Input.GetKey(keyCode);
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return res;
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}
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public static float GetMouseXAxis()
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{
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float res = Input.GetAxis("Mouse X");
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return res;
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}
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public static float GetMouseYAxis()
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{
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float res = Input.GetAxis("Mouse Y");
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return res;
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}
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public static float GetMouseScroll()
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{
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float res = Input.GetAxis("Mouse ScrollWheel");
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return res;
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}
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#endif
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}
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}
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@@ -0,0 +1,18 @@
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||||
fileFormatVersion: 2
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||||
guid: 3c82e579907176d47a26bd6ed1d1457f
|
||||
MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
|
||||
packageName: All In 1 Sprite Shader
|
||||
packageVersion: 4.661
|
||||
assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/AllIn1InputSystem.cs
|
||||
uploadId: 857600
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@@ -0,0 +1,62 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace AllIn1SpriteShader
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{
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public class AllIn1ScrollProperty : MonoBehaviour
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{
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[SerializeField] private string numericPropertyName = "_RotateUvAmount";
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[SerializeField] private float scrollSpeed = 0f;
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||||
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||||
[Space, SerializeField] private bool applyModulo = false;
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[SerializeField] private float modulo = 1f;
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||||
|
||||
[Space, SerializeField, Header("If missing will search object Sprite Renderer or UI Image")]
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||||
private Material mat;
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||||
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||||
private int propertyShaderID;
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||||
private float currValue;
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||||
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||||
public void Start()
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||||
{
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||||
//Get material if missing
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if (mat == null)
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||||
{
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||||
SpriteRenderer sr = GetComponent<SpriteRenderer>();
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||||
if (sr != null) mat = sr.material;
|
||||
else
|
||||
{
|
||||
Image i = GetComponent<Image>();
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||||
if (i != null) mat = i.material;
|
||||
}
|
||||
}
|
||||
|
||||
//Show error message if material or numericPropertyName property error
|
||||
//Otherwise cache shader property ID
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||||
if (mat == null) DestroyComponentAndLogError(gameObject.name + " has no valid Material, deleting All1TextureOffsetOverTIme component");
|
||||
else
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||||
{
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if (mat.HasProperty(numericPropertyName)) propertyShaderID = Shader.PropertyToID(numericPropertyName);
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||||
else DestroyComponentAndLogError(gameObject.name + "'s Material doesn't have a " + numericPropertyName + " property");
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||||
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currValue = mat.GetFloat(propertyShaderID);
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||||
}
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||||
}
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||||
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||||
private void Update()
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{
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//Update currOffset and update shader property
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currValue += scrollSpeed * Time.deltaTime;
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if (applyModulo) currValue %= modulo;
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mat.SetFloat(propertyShaderID, currValue);
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||||
}
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private void DestroyComponentAndLogError(string logError)
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||||
{
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Debug.LogError(logError);
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||||
Destroy(this);
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||||
}
|
||||
}
|
||||
}
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||||
@@ -0,0 +1,18 @@
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||||
fileFormatVersion: 2
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||||
guid: 384dba07353e1f242b467b6857a1e3d4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
|
||||
packageName: All In 1 Sprite Shader
|
||||
packageVersion: 4.661
|
||||
assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/AllIn1ScrollProperty.cs
|
||||
uploadId: 857600
|
||||
@@ -0,0 +1,49 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AllIn1SpriteShader
|
||||
{
|
||||
public class Demo2AutoScroll : MonoBehaviour
|
||||
{
|
||||
private Transform[] children;
|
||||
public float totalTime;
|
||||
public GameObject sceneDescription = null;
|
||||
|
||||
void Start()
|
||||
{
|
||||
sceneDescription.SetActive(false);
|
||||
Camera.main.fieldOfView = 60f;
|
||||
children = GetComponentsInChildren<Transform>();
|
||||
for (int i = 0; i < children.Length; i++)
|
||||
{
|
||||
if (children[i].gameObject != gameObject)
|
||||
{
|
||||
children[i].gameObject.SetActive(false);
|
||||
children[i].localPosition = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
totalTime = totalTime / (float)children.Length;
|
||||
|
||||
StartCoroutine(ScrollElements());
|
||||
}
|
||||
|
||||
IEnumerator ScrollElements()
|
||||
{
|
||||
int i = 0;
|
||||
while (true)
|
||||
{
|
||||
if (children[i].gameObject == gameObject)
|
||||
{
|
||||
i = (i + 1) % children.Length;
|
||||
continue;
|
||||
}
|
||||
children[i].gameObject.SetActive(true);
|
||||
yield return new WaitForSeconds(totalTime);
|
||||
children[i].gameObject.SetActive(false);
|
||||
i = (i + 1) % children.Length;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc188be2d64e8d041aed6f375d92c463
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
|
||||
packageName: All In 1 Sprite Shader
|
||||
packageVersion: 4.661
|
||||
assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/Demo2AutoScroll.cs
|
||||
uploadId: 857600
|
||||
@@ -0,0 +1,86 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AllIn1SpriteShader
|
||||
{
|
||||
public class DemoCamera : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform targetedItem = null;
|
||||
[SerializeField] private All1ShaderDemoController demoController = null;
|
||||
[SerializeField] private float speed = 0;
|
||||
private Vector3 offset;
|
||||
private Vector3 target;
|
||||
private bool canUpdate = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
EnablePostProcessingForURP();
|
||||
offset = transform.position - targetedItem.position;
|
||||
StartCoroutine(SetCamAfterStart());
|
||||
}
|
||||
|
||||
private void EnablePostProcessingForURP()
|
||||
{
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
try
|
||||
{
|
||||
Type urpCameraDataType = Type.GetType("UnityEngine.Rendering.Universal.UniversalAdditionalCameraData, Unity.RenderPipelines.Universal.Runtime");
|
||||
if (urpCameraDataType == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Camera cam = GetComponent<Camera>();
|
||||
if (cam == null)
|
||||
{
|
||||
Debug.LogWarning("[DemoCamera] No Camera component found on GameObject", this);
|
||||
return;
|
||||
}
|
||||
|
||||
Component urpCameraData = cam.GetComponent(urpCameraDataType);
|
||||
if (urpCameraData == null)
|
||||
{
|
||||
urpCameraData = cam.gameObject.AddComponent(urpCameraDataType);
|
||||
Debug.Log("[DemoCamera] Added UniversalAdditionalCameraData component for URP post processing", this);
|
||||
}
|
||||
|
||||
PropertyInfo renderPostProcessingProperty = urpCameraDataType.GetProperty("renderPostProcessing");
|
||||
if (renderPostProcessingProperty != null && renderPostProcessingProperty.CanWrite)
|
||||
{
|
||||
bool currentValue = (bool)renderPostProcessingProperty.GetValue(urpCameraData);
|
||||
if (!currentValue)
|
||||
{
|
||||
renderPostProcessingProperty.SetValue(urpCameraData, true);
|
||||
Debug.Log("[DemoCamera] Enabled URP post processing on camera", this);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[DemoCamera] Could not find or access 'renderPostProcessing' property. URP version might not support this feature.", this);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[DemoCamera] Failed to enable URP post processing: {e.Message}", this);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!canUpdate) return;
|
||||
target.y = demoController.GetCurrExpositor() * demoController.expositorDistance;
|
||||
transform.position = Vector3.Lerp(transform.position, target, speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
private IEnumerator SetCamAfterStart()
|
||||
{
|
||||
yield return null;
|
||||
transform.position = targetedItem.position + offset;
|
||||
target = transform.position;
|
||||
canUpdate = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fcb2e887baa071545bad04c7b0e87cce
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
|
||||
packageName: All In 1 Sprite Shader
|
||||
packageVersion: 4.661
|
||||
assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/DemoCamera.cs
|
||||
uploadId: 857600
|
||||
@@ -0,0 +1,54 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AllIn1SpriteShader
|
||||
{
|
||||
public class DemoCircleExpositor : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float radius = 40f;
|
||||
[SerializeField] private float rotateSpeed = 10f;
|
||||
|
||||
private float zOffset = 0f;
|
||||
private Transform[] items;
|
||||
private int count = 0;
|
||||
private int currentTarget = 0;
|
||||
private float offsetRotation, iniY;
|
||||
private Quaternion dummyRotation;
|
||||
|
||||
void Start()
|
||||
{
|
||||
dummyRotation = transform.rotation;
|
||||
iniY = transform.position.y;
|
||||
|
||||
items = new Transform[transform.childCount];
|
||||
foreach (Transform child in transform)
|
||||
{
|
||||
items[count] = child;
|
||||
count++;
|
||||
}
|
||||
|
||||
offsetRotation = 360.0f / count;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
float angle = i * Mathf.PI * 2f / count;
|
||||
Vector3 newPos = new Vector3(Mathf.Sin(angle) * radius, iniY, -Mathf.Cos(angle) * radius);
|
||||
items[i].position = newPos;
|
||||
}
|
||||
|
||||
zOffset = radius - 40f;
|
||||
transform.position = new Vector3(transform.position.x, transform.position.y, zOffset);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation, dummyRotation, rotateSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
public void ChangeTarget(int offset)
|
||||
{
|
||||
currentTarget += offset;
|
||||
if (currentTarget > items.Length - 1) currentTarget = 0;
|
||||
else if (currentTarget < 0) currentTarget = items.Length - 1;
|
||||
dummyRotation *= Quaternion.Euler(Vector3.up * (offset * offsetRotation));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6972382efdee4c642812251660f0c4bb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
|
||||
packageName: All In 1 Sprite Shader
|
||||
packageVersion: 4.661
|
||||
assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/DemoCircleExpositor.cs
|
||||
uploadId: 857600
|
||||
@@ -0,0 +1,14 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AllIn1SpriteShader
|
||||
{
|
||||
public class DemoItem : MonoBehaviour
|
||||
{
|
||||
static readonly Vector3 lookAtZ = new Vector3(0, 0, 1);
|
||||
|
||||
void Update()
|
||||
{
|
||||
transform.LookAt(transform.position + lookAtZ);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 98b644315d7a92842b89e04f55c48e02
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
|
||||
packageName: All In 1 Sprite Shader
|
||||
packageVersion: 4.661
|
||||
assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/DemoItem.cs
|
||||
uploadId: 857600
|
||||
@@ -0,0 +1,39 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AllIn1SpriteShader
|
||||
{
|
||||
public class DemoRandomColorSwap : MonoBehaviour
|
||||
{
|
||||
private Material mat;
|
||||
private readonly int colorSwapRed = Shader.PropertyToID("_ColorSwapRed");
|
||||
private readonly int colorSwapGreen = Shader.PropertyToID("_ColorSwapGreen");
|
||||
private readonly int colorSwapBlue = Shader.PropertyToID("_ColorSwapBlue");
|
||||
|
||||
void Start()
|
||||
{
|
||||
SpriteRenderer sr = GetComponent<SpriteRenderer>();
|
||||
if (sr != null)
|
||||
{
|
||||
mat = GetComponent<Renderer>().material;
|
||||
if (mat != null) InvokeRepeating(nameof(NewColor), 0.0f, 0.6f);
|
||||
else
|
||||
{
|
||||
Debug.LogError("No material found");
|
||||
Destroy(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void NewColor()
|
||||
{
|
||||
mat.SetColor(colorSwapRed, GenerateColor());
|
||||
mat.SetColor(colorSwapGreen, GenerateColor());
|
||||
mat.SetColor(colorSwapBlue, GenerateColor());
|
||||
}
|
||||
|
||||
private Color GenerateColor()
|
||||
{
|
||||
return new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f), 1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ef3964599ee48c4ea5a4ecf012ed949
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
|
||||
packageName: All In 1 Sprite Shader
|
||||
packageVersion: 4.661
|
||||
assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/DemoRandomColorSwap.cs
|
||||
uploadId: 857600
|
||||
@@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AllIn1SpriteShader
|
||||
{
|
||||
public class DemoRepositionExpositor : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float paddingX = 10f;
|
||||
|
||||
[ContextMenu("RepositionExpositor")]
|
||||
private void RepositionExpositor()
|
||||
{
|
||||
int i = 0;
|
||||
Vector3 tempLocalPos = Vector3.zero;
|
||||
foreach (Transform child in transform)
|
||||
{
|
||||
tempLocalPos.x = i * paddingX;
|
||||
child.localPosition = tempLocalPos;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 681095680e77fad40a6dd907b8ba358b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
|
||||
packageName: All In 1 Sprite Shader
|
||||
packageVersion: 4.661
|
||||
assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/DemoRepositionExpositor.cs
|
||||
uploadId: 857600
|
||||
@@ -0,0 +1,331 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace AllIn1SpriteShader
|
||||
{
|
||||
public static class InputKeyConverter
|
||||
{
|
||||
#if ENABLE_INPUT_SYSTEM
|
||||
public static UnityEngine.InputSystem.Key GetKeyFromKeycode(KeyCode keyCode)
|
||||
{
|
||||
UnityEngine.InputSystem.Key res = UnityEngine.InputSystem.Key.Space;
|
||||
switch (keyCode)
|
||||
{
|
||||
case KeyCode.A:
|
||||
res = UnityEngine.InputSystem.Key.A;
|
||||
break;
|
||||
case KeyCode.B:
|
||||
res = UnityEngine.InputSystem.Key.B;
|
||||
break;
|
||||
case KeyCode.C:
|
||||
res = UnityEngine.InputSystem.Key.C;
|
||||
break;
|
||||
case KeyCode.D:
|
||||
res = UnityEngine.InputSystem.Key.D;
|
||||
break;
|
||||
case KeyCode.E:
|
||||
res = UnityEngine.InputSystem.Key.E;
|
||||
break;
|
||||
case KeyCode.F:
|
||||
res = UnityEngine.InputSystem.Key.F;
|
||||
break;
|
||||
case KeyCode.G:
|
||||
res = UnityEngine.InputSystem.Key.G;
|
||||
break;
|
||||
case KeyCode.H:
|
||||
res = UnityEngine.InputSystem.Key.H;
|
||||
break;
|
||||
case KeyCode.I:
|
||||
res = UnityEngine.InputSystem.Key.I;
|
||||
break;
|
||||
case KeyCode.J:
|
||||
res = UnityEngine.InputSystem.Key.J;
|
||||
break;
|
||||
case KeyCode.K:
|
||||
res = UnityEngine.InputSystem.Key.K;
|
||||
break;
|
||||
case KeyCode.L:
|
||||
res = UnityEngine.InputSystem.Key.L;
|
||||
break;
|
||||
case KeyCode.M:
|
||||
res = UnityEngine.InputSystem.Key.M;
|
||||
break;
|
||||
case KeyCode.N:
|
||||
res = UnityEngine.InputSystem.Key.N;
|
||||
break;
|
||||
case KeyCode.O:
|
||||
res = UnityEngine.InputSystem.Key.O;
|
||||
break;
|
||||
case KeyCode.P:
|
||||
res = UnityEngine.InputSystem.Key.P;
|
||||
break;
|
||||
case KeyCode.Q:
|
||||
res = UnityEngine.InputSystem.Key.Q;
|
||||
break;
|
||||
case KeyCode.R:
|
||||
res = UnityEngine.InputSystem.Key.R;
|
||||
break;
|
||||
case KeyCode.S:
|
||||
res = UnityEngine.InputSystem.Key.S;
|
||||
break;
|
||||
case KeyCode.T:
|
||||
res = UnityEngine.InputSystem.Key.T;
|
||||
break;
|
||||
case KeyCode.U:
|
||||
res = UnityEngine.InputSystem.Key.U;
|
||||
break;
|
||||
case KeyCode.V:
|
||||
res = UnityEngine.InputSystem.Key.V;
|
||||
break;
|
||||
case KeyCode.W:
|
||||
res = UnityEngine.InputSystem.Key.W;
|
||||
break;
|
||||
case KeyCode.X:
|
||||
res = UnityEngine.InputSystem.Key.X;
|
||||
break;
|
||||
case KeyCode.Y:
|
||||
res = UnityEngine.InputSystem.Key.Y;
|
||||
break;
|
||||
case KeyCode.Z:
|
||||
res = UnityEngine.InputSystem.Key.Z;
|
||||
break;
|
||||
case KeyCode.Alpha0:
|
||||
res = UnityEngine.InputSystem.Key.Digit0;
|
||||
break;
|
||||
case KeyCode.Alpha1:
|
||||
res = UnityEngine.InputSystem.Key.Digit1;
|
||||
break;
|
||||
case KeyCode.Alpha2:
|
||||
res = UnityEngine.InputSystem.Key.Digit2;
|
||||
break;
|
||||
case KeyCode.Alpha3:
|
||||
res = UnityEngine.InputSystem.Key.Digit3;
|
||||
break;
|
||||
case KeyCode.Alpha4:
|
||||
res = UnityEngine.InputSystem.Key.Digit4;
|
||||
break;
|
||||
case KeyCode.Alpha5:
|
||||
res = UnityEngine.InputSystem.Key.Digit5;
|
||||
break;
|
||||
case KeyCode.Alpha6:
|
||||
res = UnityEngine.InputSystem.Key.Digit6;
|
||||
break;
|
||||
case KeyCode.Alpha7:
|
||||
res = UnityEngine.InputSystem.Key.Digit7;
|
||||
break;
|
||||
case KeyCode.Alpha8:
|
||||
res = UnityEngine.InputSystem.Key.Digit8;
|
||||
break;
|
||||
case KeyCode.Alpha9:
|
||||
res = UnityEngine.InputSystem.Key.Digit9;
|
||||
break;
|
||||
case KeyCode.Space:
|
||||
res = UnityEngine.InputSystem.Key.Space;
|
||||
break;
|
||||
case KeyCode.Return:
|
||||
res = UnityEngine.InputSystem.Key.Enter;
|
||||
break;
|
||||
case KeyCode.Escape:
|
||||
res = UnityEngine.InputSystem.Key.Escape;
|
||||
break;
|
||||
case KeyCode.Backspace:
|
||||
res = UnityEngine.InputSystem.Key.Backspace;
|
||||
break;
|
||||
case KeyCode.Tab:
|
||||
res = UnityEngine.InputSystem.Key.Tab;
|
||||
break;
|
||||
case KeyCode.LeftShift:
|
||||
res = UnityEngine.InputSystem.Key.LeftShift;
|
||||
break;
|
||||
case KeyCode.RightShift:
|
||||
res = UnityEngine.InputSystem.Key.RightShift;
|
||||
break;
|
||||
case KeyCode.LeftControl:
|
||||
res = UnityEngine.InputSystem.Key.LeftCtrl;
|
||||
break;
|
||||
case KeyCode.RightControl:
|
||||
res = UnityEngine.InputSystem.Key.RightCtrl;
|
||||
break;
|
||||
case KeyCode.LeftAlt:
|
||||
res = UnityEngine.InputSystem.Key.LeftAlt;
|
||||
break;
|
||||
case KeyCode.RightAlt:
|
||||
res = UnityEngine.InputSystem.Key.RightAlt;
|
||||
break;
|
||||
case KeyCode.LeftCommand:
|
||||
res = UnityEngine.InputSystem.Key.LeftCommand;
|
||||
break;
|
||||
case KeyCode.RightCommand:
|
||||
res = UnityEngine.InputSystem.Key.RightCommand;
|
||||
break;
|
||||
case KeyCode.LeftWindows:
|
||||
res = UnityEngine.InputSystem.Key.LeftWindows;
|
||||
break;
|
||||
case KeyCode.RightWindows:
|
||||
res = UnityEngine.InputSystem.Key.RightWindows;
|
||||
break;
|
||||
case KeyCode.UpArrow:
|
||||
res = UnityEngine.InputSystem.Key.UpArrow;
|
||||
break;
|
||||
case KeyCode.DownArrow:
|
||||
res = UnityEngine.InputSystem.Key.DownArrow;
|
||||
break;
|
||||
case KeyCode.LeftArrow:
|
||||
res = UnityEngine.InputSystem.Key.LeftArrow;
|
||||
break;
|
||||
case KeyCode.RightArrow:
|
||||
res = UnityEngine.InputSystem.Key.RightArrow;
|
||||
break;
|
||||
case KeyCode.F1:
|
||||
res = UnityEngine.InputSystem.Key.F1;
|
||||
break;
|
||||
case KeyCode.F2:
|
||||
res = UnityEngine.InputSystem.Key.F2;
|
||||
break;
|
||||
case KeyCode.F3:
|
||||
res = UnityEngine.InputSystem.Key.F3;
|
||||
break;
|
||||
case KeyCode.F4:
|
||||
res = UnityEngine.InputSystem.Key.F4;
|
||||
break;
|
||||
case KeyCode.F5:
|
||||
res = UnityEngine.InputSystem.Key.F5;
|
||||
break;
|
||||
case KeyCode.F6:
|
||||
res = UnityEngine.InputSystem.Key.F6;
|
||||
break;
|
||||
case KeyCode.F7:
|
||||
res = UnityEngine.InputSystem.Key.F7;
|
||||
break;
|
||||
case KeyCode.F8:
|
||||
res = UnityEngine.InputSystem.Key.F8;
|
||||
break;
|
||||
case KeyCode.F9:
|
||||
res = UnityEngine.InputSystem.Key.F9;
|
||||
break;
|
||||
case KeyCode.F10:
|
||||
res = UnityEngine.InputSystem.Key.F10;
|
||||
break;
|
||||
case KeyCode.F11:
|
||||
res = UnityEngine.InputSystem.Key.F11;
|
||||
break;
|
||||
case KeyCode.F12:
|
||||
res = UnityEngine.InputSystem.Key.F12;
|
||||
break;
|
||||
case KeyCode.Insert:
|
||||
res = UnityEngine.InputSystem.Key.Insert;
|
||||
break;
|
||||
case KeyCode.Delete:
|
||||
res = UnityEngine.InputSystem.Key.Delete;
|
||||
break;
|
||||
case KeyCode.Home:
|
||||
res = UnityEngine.InputSystem.Key.Home;
|
||||
break;
|
||||
case KeyCode.End:
|
||||
res = UnityEngine.InputSystem.Key.End;
|
||||
break;
|
||||
case KeyCode.PageUp:
|
||||
res = UnityEngine.InputSystem.Key.PageUp;
|
||||
break;
|
||||
case KeyCode.PageDown:
|
||||
res = UnityEngine.InputSystem.Key.PageDown;
|
||||
break;
|
||||
case KeyCode.Keypad0:
|
||||
res = UnityEngine.InputSystem.Key.Numpad0;
|
||||
break;
|
||||
case KeyCode.Keypad1:
|
||||
res = UnityEngine.InputSystem.Key.Numpad1;
|
||||
break;
|
||||
case KeyCode.Keypad2:
|
||||
res = UnityEngine.InputSystem.Key.Numpad2;
|
||||
break;
|
||||
case KeyCode.Keypad3:
|
||||
res = UnityEngine.InputSystem.Key.Numpad3;
|
||||
break;
|
||||
case KeyCode.Keypad4:
|
||||
res = UnityEngine.InputSystem.Key.Numpad4;
|
||||
break;
|
||||
case KeyCode.Keypad5:
|
||||
res = UnityEngine.InputSystem.Key.Numpad5;
|
||||
break;
|
||||
case KeyCode.Keypad6:
|
||||
res = UnityEngine.InputSystem.Key.Numpad6;
|
||||
break;
|
||||
case KeyCode.Keypad7:
|
||||
res = UnityEngine.InputSystem.Key.Numpad7;
|
||||
break;
|
||||
case KeyCode.Keypad8:
|
||||
res = UnityEngine.InputSystem.Key.Numpad8;
|
||||
break;
|
||||
case KeyCode.Keypad9:
|
||||
res = UnityEngine.InputSystem.Key.Numpad9;
|
||||
break;
|
||||
case KeyCode.KeypadDivide:
|
||||
res = UnityEngine.InputSystem.Key.NumpadDivide;
|
||||
break;
|
||||
case KeyCode.KeypadMultiply:
|
||||
res = UnityEngine.InputSystem.Key.NumpadMultiply;
|
||||
break;
|
||||
case KeyCode.KeypadMinus:
|
||||
res = UnityEngine.InputSystem.Key.NumpadMinus;
|
||||
break;
|
||||
case KeyCode.KeypadPlus:
|
||||
res = UnityEngine.InputSystem.Key.NumpadPlus;
|
||||
break;
|
||||
case KeyCode.KeypadEnter:
|
||||
res = UnityEngine.InputSystem.Key.NumpadEnter;
|
||||
break;
|
||||
case KeyCode.KeypadPeriod:
|
||||
res = UnityEngine.InputSystem.Key.NumpadPeriod;
|
||||
break;
|
||||
case KeyCode.CapsLock:
|
||||
res = UnityEngine.InputSystem.Key.CapsLock;
|
||||
break;
|
||||
case KeyCode.ScrollLock:
|
||||
res = UnityEngine.InputSystem.Key.ScrollLock;
|
||||
break;
|
||||
case KeyCode.Pause:
|
||||
res = UnityEngine.InputSystem.Key.Pause;
|
||||
break;
|
||||
case KeyCode.Quote:
|
||||
res = UnityEngine.InputSystem.Key.Quote;
|
||||
break;
|
||||
case KeyCode.Comma:
|
||||
res = UnityEngine.InputSystem.Key.Comma;
|
||||
break;
|
||||
case KeyCode.Minus:
|
||||
res = UnityEngine.InputSystem.Key.Minus;
|
||||
break;
|
||||
case KeyCode.Period:
|
||||
res = UnityEngine.InputSystem.Key.Period;
|
||||
break;
|
||||
case KeyCode.Slash:
|
||||
res = UnityEngine.InputSystem.Key.Slash;
|
||||
break;
|
||||
case KeyCode.Semicolon:
|
||||
res = UnityEngine.InputSystem.Key.Semicolon;
|
||||
break;
|
||||
case KeyCode.Equals:
|
||||
res = UnityEngine.InputSystem.Key.Equals;
|
||||
break;
|
||||
case KeyCode.LeftBracket:
|
||||
res = UnityEngine.InputSystem.Key.LeftBracket;
|
||||
break;
|
||||
case KeyCode.RightBracket:
|
||||
res = UnityEngine.InputSystem.Key.RightBracket;
|
||||
break;
|
||||
case KeyCode.Backslash:
|
||||
res = UnityEngine.InputSystem.Key.Backslash;
|
||||
break;
|
||||
case KeyCode.BackQuote:
|
||||
res = UnityEngine.InputSystem.Key.Backquote;
|
||||
break;
|
||||
default:
|
||||
res = UnityEngine.InputSystem.Key.Space;
|
||||
break;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cccdf44e0a2330943a3295398ea7d21c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
|
||||
packageName: All In 1 Sprite Shader
|
||||
packageVersion: 4.661
|
||||
assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/InputKeyConverter.cs
|
||||
uploadId: 857600
|
||||
@@ -0,0 +1,15 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AllIn1SpriteShader
|
||||
{
|
||||
public class MissingScriptsRemover : MonoBehaviour
|
||||
{
|
||||
private void Awake()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
GameObjectUtility.RemoveMonoBehavioursWithMissingScript(gameObject);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90cc15f056763f54d825836fc0dda30b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 156513
|
||||
packageName: All In 1 Sprite Shader
|
||||
packageVersion: 4.661
|
||||
assetPath: Assets/Plugins/AllIn1SpriteShader/Demo/Scripts/MissingScriptsRemover.cs
|
||||
uploadId: 857600
|
||||
Reference in New Issue
Block a user