[Fix] All in one + add dice
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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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[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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private int propertyShaderID;
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private float currValue;
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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;
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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 numericPropertyName 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(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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currValue = mat.GetFloat(propertyShaderID);
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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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}
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}
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