Merge branch 'master' into mission

This commit is contained in:
kabix09 2023-01-01 17:19:16 +01:00
commit 82f3cf19fe
359 changed files with 142242 additions and 34213 deletions

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<Compile Include="Assets\Scripts\REFACTORING\Models\Chest\ChestData.cs" />
@ -231,7 +268,12 @@
<Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCDialogue.cs" />
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
<Compile Include="Assets\Scripts\Player.cs" />
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\MeshCopy.cs" />
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\Speen.cs" />
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\PolyWobbler.cs" />
<Compile Include="Assets\HardLight2D\Scripts\LightFollow.cs" />
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
<None Include="Assets\HardLight2D\ReadMe - FAQ.txt" />
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@ -246,6 +288,7 @@
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<None Include="Assets\TextMesh Pro\Shaders\TMPro_Surface.cginc" />
<None Include="Assets\TextMesh Pro\Resources\LineBreaking Following Characters.txt" />
<None Include="Assets\HardLight2D\Material\AdditiveShader.shader" />
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Masking.shader" />
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF Overlay.shader" />
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap-Mobile.shader" />
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<HintPath>C:/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
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View File

@ -0,0 +1,40 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChestAnimation : MonoBehaviour
{
[SerializeField] public GameObject chest;
private Animator m_Animator;
bool isTrigerred = false;
// Start is called before the first frame update
void Start()
{
m_Animator = gameObject.GetComponent<Animator>();
chest = gameObject; // set object on current GameObject
}
private bool beingHandled = false;
private static bool Opening;
private static bool Closing;
private IEnumerator OpenChestWithAnimation()
{
beingHandled = true;
// process pre-yield
m_Animator.SetTrigger("OpenIt");
yield return new WaitForSeconds( 0.4f );
m_Animator.ResetTrigger("OpenIt");
// process post-yield
beingHandled = false;
}
// Update is called once per frame
void Update()
{
}
}

View File

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@ -59,7 +59,7 @@ AnimatorStateMachine:
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m_Position: {x: 270, y: 20, z: 0}
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m_EntryTransitions: []

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@ -186,7 +186,7 @@ MonoBehaviour:
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moveSpeed: 2
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@ -88,9 +88,6 @@ AnimatorStateTransition:
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m_ConditionEvent: isChasing
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m_ConditionEvent: Left
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 5922859134109245518}
m_Solo: 0
@ -113,11 +110,8 @@ AnimatorStateTransition:
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m_Name:
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m_ConditionEvent: isChasing
m_ConditionEvent: Left
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 5922859134109245518}
@ -260,10 +254,10 @@ AnimatorStateTransition:
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m_ConditionEvent: isChasing
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@ -75,7 +75,7 @@ SpriteRenderer:
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@ -144,7 +144,7 @@ MonoBehaviour:
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speed: 1.7
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hCost: 0
@ -186,11 +186,11 @@ MonoBehaviour:
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health: 8
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View File

@ -33,9 +33,6 @@ AnimatorStateTransition:
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@ -176,13 +173,13 @@ AnimatorController:
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m_Controller: {fileID: 9100000}
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m_Name: Base Layer
@ -285,9 +282,6 @@ AnimatorStateTransition:
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View File

@ -75,7 +75,7 @@ SpriteRenderer:
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m_FlipX: 0
@ -144,7 +144,7 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
speed: 2
speed: 1.6
currentPosition:
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hCost: 0
@ -186,7 +186,7 @@ MonoBehaviour:
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moveSpeed: 1.6
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@ -39,9 +39,6 @@ AnimatorStateTransition:
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@ -204,9 +201,6 @@ AnimatorStateTransition:
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@ -232,9 +226,6 @@ AnimatorStateTransition:
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8
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@ -0,0 +1,44 @@
using UnityEngine;
[ExecuteInEditMode]
[RequireComponent (typeof (MeshFilter))]
[RequireComponent (typeof (MeshRenderer))]
public class MeshCopy : MonoBehaviour
{
public MeshFilter OriginalMesh;
[ColorUsage (false)] public Color Color = Color.white;
public float Intensity = 1;
MeshFilter meshFilter;
Renderer rend;
Color oldColor = Color.black;
float oldIntensity = -1;
MaterialPropertyBlock propBlock;
string colorProp = "_Color";
void Update ()
{
CheckReferences ();
if (OriginalMesh && OriginalMesh.sharedMesh)
meshFilter.sharedMesh = OriginalMesh.sharedMesh;
else meshFilter.sharedMesh = null;
UpdateColor ();
}
void CheckReferences ()
{
if (!meshFilter) meshFilter = GetComponent<MeshFilter> ();
if (!rend) rend = GetComponent<Renderer> ();
if (propBlock == null) propBlock = new MaterialPropertyBlock ();
}
void UpdateColor ()
{
if (oldColor != Color || oldIntensity != Intensity)
{
oldColor = Color;
oldIntensity = Intensity;
rend.GetPropertyBlock (propBlock);
propBlock.SetColor (colorProp, Color * Intensity);
rend.SetPropertyBlock (propBlock);
}
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@ -0,0 +1,30 @@
using UnityEngine;
[RequireComponent (typeof (LineRenderer))]
[RequireComponent (typeof (PolygonCollider2D))]
public class PolyWobbler : MonoBehaviour
{
PolygonCollider2D Poly;
LineRenderer LineRend;
public float Wobbles = 1;
Vector2[] points;
private void Start ()
{
Poly = GetComponent<PolygonCollider2D> ();
LineRend = GetComponent<LineRenderer> ();
}
void Update ()
{
points = Poly.GetPath (0);
LineRend.positionCount = points.Length;
for (int i = 0; i < points.Length; i++)
{
points[i] += Random.insideUnitCircle * Time.deltaTime * Wobbles;
LineRend.SetPosition (i, points[i]);
}
Poly.SetPath (0, points);
HardLight2DManager.RefreshColliderReference (Poly);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Speen : MonoBehaviour
{
public float speed = 1f;
void Update ()
{
transform.Rotate (Vector3.forward, speed * Time.deltaTime * 100f);
}
}

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using System;
using System.Collections;
using System.Reflection;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Rendering;
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{
[MenuItem ("HardLight2D/Refresh collider references")]
static void RefreshAll ()
{
HardLight2DManager.RefreshAllCollidersReferences ();
}
}
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public class SortingLayerDrawer : PropertyDrawer
{
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label)
{
string[] options = GetSortingLayerNames ();
int[] picks = new int[options.Length];
var name = property.stringValue;
var choice = -1;
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HARD LIGHT 2D
-------------
Made by: Trino (Twitter: @Trino_dev)
Contents of this file
1. What is it?
2. What does it do?
3. What does it not do?
4. How do I use it?
5. What does X variable do? / How can I tweak it?
6. How can I get better performance?
7. Triggers don't cast shadows (IMPORTANT)
8. My collider shape is not updating for the lights (IMPORTANT)
9. The shadows coming from Boxes/Circles look weird (IMPORTANT)
10. I want to use my own shader
11. How can I hide the lights on the Scene view?
12. Should it be working while in Edit mode?
13. There's something wrong / How can I contact you?
-------------
1. What is it?
- It is a 2D point light system whose shadows are completely sharp.
- It is designed to be used with an orthographic camera and coexist with 2D
renderers (e.g., sprites, lines or tilemaps).
2. What does it do?
Every light detects every 2D collider on its range and creates a planar 3D
mesh around it's position taking the shape of a shadow casting point light.
Supported colliders:
- BoxCollider2D
- CircleCollider2D
- EdgeCollider2D
- PolygonCollider2D
- CompositeCollider2D
3. What does it not do?
- It does not darken the scene, the "shadows" are simply the area where the
light does not reach and will be as dark as your scene is by default.
- It does not offer any functionality gameplay-wise like fog of war or
sending a message to lit colliders.
4. How do I use it?
1. Drag the prefab "Light2D" on your scene and drop it wherever you please
(The position on the Z axis does not affect the result).
2. You can safely break the prefab link.
3. Tweak it's properties.
5. What does X variable do? / How can I tweak it?
Every variable on the Inspector view has it's own tooltip, you need only
hover your mouse over the variable name to read it.
The demo scene also features a variety of cases where almost every light has
a different setup.
6. How can I get better performance?
* Note: If no light or collider is calling for an update, all
calculations should automatically stop.
There are some cases where performance will drop:
- Too many lights moving around.
- Too many shadow casters (specially complex ones) moving/rotating/scaling
within range of a light.
- Too many shadow casters actively intersecting with each other within range
of a light.
- Too many shadow casters being instantiated frequently.
- Any combination of the previous cases.
Consider:
- Reducing the amount of shadow casters by tweaking the variables under the
Filtering Settings.
- Referencing a camera on the Optimization Settings to enable culling.
- Enabling Calculate Only Once on the Optimization Settings whenever possible
(e.g., background/static lights)
- Breaking big/complex Tilemaps (using CompositeCollider2D) into smaller
squarish chunks.
7. Triggers don't cast shadows (IMPORTANT)
This was a deliberate choice in the name of statistics and performance.
One of the reasons being that triggers are generally used to detect other
objects and not to block physical things such as rigidbodies or light rays.
It could be enabled as an option on a future update if the demand is high, so
don't hesitate on letting me know your opinion.
8. My collider shape is not updating for the lights (IMPORTANT)
* Note: "Shape" refers to the collider's settings (e.g., the points on a
PolygonCollider2D), any change to the Transform should be updated
automatically.
One of the steps taken to optimize this script is to store the initial shape
of any collider (The first time it's in range of any light) and base every
calculation around that.
Despite this, it is possible to manually update a collider's shape:
- While in Edit mode, where you are constantly changing colliders (e.g.,
building a tilemap) you can update every collider by going to
HardLight2D > "Refresh collider references" in Unity's main menu.
- While on Play mode you can update a single collider's shape by calling
"HardLight2DManager.RefreshColliderReference(yourCollider)" from any script.
(Keep in mind that this function WILL create memory garbage everytime it's
called and may be very heavy depending on the collider's complexity)
9. The shadows coming from Boxes/Circles look weird (IMPORTANT)
Either as an optimization step or one of many other reasons, some collider's
shadow shape can change depending on it's proximity or angle relative to the
light source.
As long as the collider's sprite cover's it's entire area and no light
source goes inside it, it should look natural.
10. I want to use my own shader
If you want to use a different shader and be able to use the color and
intensity properties, all you need is to have your shader's main color
property be named "_Color" and tag it with a [PerRendererData] attribute.
11. How can I hide the lights on the Scene view?
Since the prefab uses the "TransparentFX" Layer by default, you can toggle
it's scene visibility on the "Layers" dropdown on the top right corner of
the Unity window (next to the "Layout" dropdown).
12. Should it be working while in Edit mode?
* Note: Some lights may fail to update while on Edit mode. Moving them
around a bit should fix that.
Yes, although it relies on the Gizmo system, meaning there are a couple of
scenarios where it won't auto update while on edit mode:
- Gizmos are toggled off.
- HardLight2D is disabled on the Gizmos dropdown.
- The HardLight2D script is minimized on the Inspector window.
- Light's are hidden in the Scene view.
13. There's something wrong / How can I contact you?
You're welcome to write a review on the Asset Store page, although you can
always write me a direct message on Twitter (@Trino_dev) for a faster
response.
If you don't use Twitter and still want a faster response than writing on
the Asset Store page, you can email me at trino.vidya@gmail.com

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LightFollow : MonoBehaviour
{
private Transform playerTransform;
// Start is called before the first frame update
void Start()
{
playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
}
void LateUpdate()
{
// we store current camera's position here
Vector3 temp = transform.position;
temp.x = playerTransform.position.x;
temp.y = playerTransform.position.y-0.2f;
transform.position = temp;
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